diff options
Diffstat (limited to 'shaders/skia/1-179.shader_test')
-rw-r--r-- | shaders/skia/1-179.shader_test | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/shaders/skia/1-179.shader_test b/shaders/skia/1-179.shader_test new file mode 100644 index 0000000..aa1d356 --- /dev/null +++ b/shaders/skia/1-179.shader_test @@ -0,0 +1,62 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 ugColor_Stage1_c0_c0; +noperspective in vec2 vTransformedCoords_0_Stage0; +flat in vec4 vcolor_Stage0; +float scale_Stage1_c0_c0(float x) { + return x / 255.0; +} +vec4 blackAndWhite_Stage1_c0_c0(vec4 raw) { + float value = (raw.x * 0.2199999988079071 + raw.y * 0.67000001668930054) + raw.z * 0.10999999940395355; + return vec4(vec3(value), raw.w); +} +vec4 runtime_shader_Stage1_c0_c0(vec4 _input) { + vec4 _output; + _output = _input; + _output = blackAndWhite_Stage1_c0_c0(vec4(scale_Stage1_c0_c0(vTransformedCoords_0_Stage0.x), scale_Stage1_c0_c0(vTransformedCoords_0_Stage0.y), ugColor_Stage1_c0_c0.z, 1.0)); + return _output; +} +vec4 ClampFragmentProcessor_Stage1_c1_c0(vec4 _input) { + vec4 _output; + { + float alpha = clamp(_input.w, 0.0, 1.0); + _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha); + } + return _output; +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + output_Stage1 = ClampFragmentProcessor_Stage1_c1_c0(runtime_shader_Stage1_c0_c0(outputColor_Stage0)); + } + { + 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); +} + |