summaryrefslogtreecommitdiff
path: root/shaders/skia/49-12.shader_test
diff options
context:
space:
mode:
authorRob Clark <robdclark@chromium.org>2020-04-09 08:18:24 -0700
committerRob Clark <robdclark@chromium.org>2020-04-09 08:21:42 -0700
commit31b22da39e37e3471497475b0f70cb7911a14f10 (patch)
treead9af436a448f8b04008d69991b1e90416681773 /shaders/skia/49-12.shader_test
parent7d3768722419076cb935399ff580ad0b99dfdb2c (diff)
shaders: add skia shaders
Add shaders extracted from skia's unit tests[1] [1] https://skia.org/dev/testing/testing
Diffstat (limited to 'shaders/skia/49-12.shader_test')
-rw-r--r--shaders/skia/49-12.shader_test63
1 files changed, 63 insertions, 0 deletions
diff --git a/shaders/skia/49-12.shader_test b/shaders/skia/49-12.shader_test
new file mode 100644
index 0000000..f161606
--- /dev/null
+++ b/shaders/skia/49-12.shader_test
@@ -0,0 +1,63 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uborder_Stage1;
+uniform vec4 usubset_Stage1;
+uniform vec4 uclamp_Stage1;
+uniform vec4 unorm_Stage1;
+uniform sampler2D uTextureSampler_0_Stage1;
+flat in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ vec2 inCoord = vTransformedCoords_0_Stage0;
+ inCoord *= unorm_Stage1.xy;
+ vec2 subsetCoord;
+ {
+ float w = usubset_Stage1.z - usubset_Stage1.x;
+ float w2 = 2.0 * w;
+ float m = mod(inCoord.x - usubset_Stage1.x, w2);
+ subsetCoord.x = mix(m, w2 - m, step(w, m)) + usubset_Stage1.x;
+ }
+ subsetCoord.y = inCoord.y;
+ vec2 clampedCoord;
+ clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1.x, uclamp_Stage1.z);
+ clampedCoord.y = subsetCoord.y;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord * unorm_Stage1.zw);
+ if (inCoord.y < usubset_Stage1.y || inCoord.y > usubset_Stage1.w) {
+ textureColor = uborder_Stage1;
+ }
+ output_Stage1 = outputColor_Stage0 * textureColor;
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec2 inLocalCoords;
+in vec4 color;
+flat out vec4 vcolor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vcolor_Stage0 = color;
+ vec2 pos2 = inPosition;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoords, 1.0)).xy;
+ gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+