diff options
Diffstat (limited to 'shaders/skia/13-37.shader_test')
-rw-r--r-- | shaders/skia/13-37.shader_test | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/shaders/skia/13-37.shader_test b/shaders/skia/13-37.shader_test new file mode 100644 index 0000000..8875d5e --- /dev/null +++ b/shaders/skia/13-37.shader_test @@ -0,0 +1,69 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform float uSrcTF_Stage2[7]; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +flat in vec4 vcolor_Stage0; +vec4 TextureEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; + return _output; +} +float src_tf_Stage2(float x) { + float G = uSrcTF_Stage2[0]; + float A = uSrcTF_Stage2[1]; + float B = uSrcTF_Stage2[2]; + float C = uSrcTF_Stage2[3]; + float D = uSrcTF_Stage2[4]; + float E = uSrcTF_Stage2[5]; + float F = uSrcTF_Stage2[6]; + float s = sign(x); + x = abs(x); + x = x < D ? C * x + F : pow(A * x + B, G) + E; + return s * x; +} +vec4 color_xform_Stage2(vec4 color) { + float nonZeroAlpha = max(color.w, 9.9999997473787516e-05); + color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha); + color.x = src_tf_Stage2(color.x); + color.y = src_tf_Stage2(color.y); + color.z = src_tf_Stage2(color.z); + color.xyz *= color.w; + return color; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + vec4 output_Stage2; + { + output_Stage2 = color_xform_Stage2(output_Stage1); + } + { + sk_FragColor = output_Stage2; + } +} + +[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); +} + |