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-rw-r--r--shaders/skia/1-108.shader_test46
1 files changed, 46 insertions, 0 deletions
diff --git a/shaders/skia/1-108.shader_test b/shaders/skia/1-108.shader_test
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index 0000000..c2d95ce
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+++ b/shaders/skia/1-108.shader_test
@@ -0,0 +1,46 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec4 uCoordTransformMatrix_0_Stage0;
+uniform sampler2D uTextureSampler_0_Stage1;
+flat in vec4 vcolor_Stage0;
+vec4 TextureEffect_Stage1_c0_c0(vec4 _input, vec2 _coords) {
+ _coords = _coords * uCoordTransformMatrix_0_Stage0.xz + uCoordTransformMatrix_0_Stage0.yw;
+ vec4 _output;
+ _output = texture(uTextureSampler_0_Stage1, _coords) * _input;
+ return _output;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0), gl_FragCoord.xy);
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 position;
+in vec4 color;
+in vec2 localCoord;
+flat out vec4 vcolor_Stage0;
+void main() {
+ 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);
+}
+