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author | Rob Clark <robdclark@chromium.org> | 2020-04-09 08:18:24 -0700 |
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committer | Rob Clark <robdclark@chromium.org> | 2020-04-09 08:21:42 -0700 |
commit | 31b22da39e37e3471497475b0f70cb7911a14f10 (patch) | |
tree | ad9af436a448f8b04008d69991b1e90416681773 /shaders/skia/70.shader_test | |
parent | 7d3768722419076cb935399ff580ad0b99dfdb2c (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/70.shader_test')
-rw-r--r-- | shaders/skia/70.shader_test | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/shaders/skia/70.shader_test b/shaders/skia/70.shader_test new file mode 100644 index 0000000..796426d --- /dev/null +++ b/shaders/skia/70.shader_test @@ -0,0 +1,64 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 usubset_Stage1_c0_c0; +uniform vec4 uclamp_Stage1_c0_c0; +uniform sampler2DRect uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +flat in vec4 vcolor_Stage0; +vec4 TextureEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec2 inCoord = vTransformedCoords_0_Stage0; + vec2 subsetCoord; + subsetCoord.x = mod(inCoord.x - usubset_Stage1_c0_c0.x, usubset_Stage1_c0_c0.z - usubset_Stage1_c0_c0.x) + usubset_Stage1_c0_c0.x; + subsetCoord.y = mod(inCoord.y - usubset_Stage1_c0_c0.y, usubset_Stage1_c0_c0.w - usubset_Stage1_c0_c0.y) + usubset_Stage1_c0_c0.y; + vec2 clampedCoord; + clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0.x, uclamp_Stage1_c0_c0.z); + clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0.y, uclamp_Stage1_c0_c0.w); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float errX = subsetCoord.x - clampedCoord.x; + float repeatCoordX = errX > 0.0 ? uclamp_Stage1_c0_c0.x : uclamp_Stage1_c0_c0.z; + float errY = subsetCoord.y - clampedCoord.y; + float repeatCoordY = errY > 0.0 ? uclamp_Stage1_c0_c0.y : uclamp_Stage1_c0_c0.w; + if (errX != 0.0 && errY != 0.0) { + errX = abs(errX); + textureColor = mix(mix(textureColor, texture(uTextureSampler_0_Stage1, vec2(repeatCoordX, clampedCoord.y)), errX), mix(texture(uTextureSampler_0_Stage1, vec2(clampedCoord.x, repeatCoordY)), texture(uTextureSampler_0_Stage1, vec2(repeatCoordX, repeatCoordY)), errX), abs(errY)); + } else if (errX != 0.0) { + textureColor = mix(textureColor, texture(uTextureSampler_0_Stage1, vec2(repeatCoordX, clampedCoord.y)), abs(errX)); + } else if (errY != 0.0) { + textureColor = mix(textureColor, texture(uTextureSampler_0_Stage1, vec2(clampedCoord.x, repeatCoordY)), abs(errY)); + } + _output = _input * textureColor; + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + vcolor_Stage0 = color; + gl_Position = vec4(position.x, position.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); +} + |