diff options
Diffstat (limited to 'shaders/skia/1345.shader_test')
-rw-r--r-- | shaders/skia/1345.shader_test | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/shaders/skia/1345.shader_test b/shaders/skia/1345.shader_test new file mode 100644 index 0000000..1bc63d3 --- /dev/null +++ b/shaders/skia/1345.shader_test @@ -0,0 +1,97 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +uniform float uSrcTF_Stage0[7]; +uniform mat3 uColorXform_Stage0; +uniform float uDstTF_Stage0[7]; +uniform vec4 uinnerRect_Stage1; +uniform vec4 uinvRadiiLTRB_Stage1; +uniform sampler2D uTextureSampler_0_Stage0; +noperspective in vec2 vtextureCoords_Stage0; +flat in vec4 vtextureDomain_Stage0; +flat in vec4 vcolor_Stage0; +float src_tf_Stage0(float x) { + float G = uSrcTF_Stage0[0]; + float A = uSrcTF_Stage0[1]; + float B = uSrcTF_Stage0[2]; + float C = uSrcTF_Stage0[3]; + float D = uSrcTF_Stage0[4]; + float E = uSrcTF_Stage0[5]; + float F = uSrcTF_Stage0[6]; + float s = sign(x); + x = abs(x); + x = x < D ? C * x + F : pow(A * x + B, G) + E; + return s * x; +} +float dst_tf_Stage0(float x) { + float G = uDstTF_Stage0[0]; + float A = uDstTF_Stage0[1]; + float B = uDstTF_Stage0[2]; + float C = uDstTF_Stage0[3]; + float D = uDstTF_Stage0[4]; + float E = uDstTF_Stage0[5]; + float F = uDstTF_Stage0[6]; + float s = sign(x); + x = abs(x); + x = x < D ? C * x + F : pow(A * x + B, G) + E; + return s * x; +} +vec4 gamut_xform_Stage0(vec4 color) { + color.xyz = uColorXform_Stage0 * color.xyz; + return color; +} +vec4 color_xform_Stage0(vec4 color) { + float nonZeroAlpha = max(color.w, 9.9999997473787516e-05); + color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha); + color.x = src_tf_Stage0(color.x); + color.y = src_tf_Stage0(color.y); + color.z = src_tf_Stage0(color.z); + color = gamut_xform_Stage0(color); + color.x = dst_tf_Stage0(color.x); + color.y = dst_tf_Stage0(color.y); + color.z = dst_tf_Stage0(color.z); + color.xyz *= color.w; + return color; +} +void main() { + vec4 outputColor_Stage0; + { + vec2 textureCoords; + textureCoords = vtextureCoords_Stage0; + vec4 textureDomain; + textureDomain = vtextureDomain_Stage0; + outputColor_Stage0 = vcolor_Stage0; + outputColor_Stage0 = color_xform_Stage0(texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw))) * outputColor_Stage0; + } + { + vec2 dxy0 = uinnerRect_Stage1.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1.zw; + vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage1.xy, dxy1 * uinvRadiiLTRB_Stage1.zw), 0.0); + float grad_dot = 4.0 * dot(Z, Z); + grad_dot = max(grad_dot, 9.9999997473787516e-05); + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +in vec2 position; +in vec2 textureCoords; +in vec4 textureDomain; +in vec4 color; +noperspective out vec2 vtextureCoords_Stage0; +flat out vec4 vtextureDomain_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vec2 pos2 = position; + vtextureCoords_Stage0 = textureCoords; + vtextureDomain_Stage0 = textureDomain; + vcolor_Stage0 = color; + gl_Position = vec4(pos2.x, pos2.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); +} + |