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Diffstat (limited to 'shaders/skia/10-7.shader_test')
-rw-r--r-- | shaders/skia/10-7.shader_test | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/shaders/skia/10-7.shader_test b/shaders/skia/10-7.shader_test new file mode 100644 index 0000000..4ccdefe --- /dev/null +++ b/shaders/skia/10-7.shader_test @@ -0,0 +1,94 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform mat4 um_Stage1_c1_c0; +uniform vec4 uv_Stage1_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +flat in vec4 vcolor_Stage0; +vec4 TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; + return _output; +} +vec4 OverrideInputFragmentProcessor_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + return _output; +} +vec4 TextureEffect_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input; + return _output; +} +vec4 OverrideInputFragmentProcessor_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + _output = TextureEffect_Stage1_c0_c0_c1_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + return _output; +} +vec4 blend_difference(vec4 src, vec4 dst) { + return vec4((src.xyz + dst.xyz) - 2.0 * min(src.xyz * dst.w, dst.xyz * src.w), src.w + (1.0 - src.w) * dst.w); +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_difference(OverrideInputFragmentProcessor_Stage1_c0_c0_c0_c0(inputColor), OverrideInputFragmentProcessor_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + { + float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05); + inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w); + } + _output = um_Stage1_c1_c0 * inputColor + uv_Stage1_c1_c0; + { + _output = clamp(_output, 0.0, 1.0); + } + { + _output.xyz *= _output.w; + } + return _output; +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + output_Stage1 = ColorMatrixFragmentProcessor_Stage1_c1_c0(ComposeTwo_Stage1_c0_c0(outputColor_Stage0)); + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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); +} + |