diff options
Diffstat (limited to 'shaders/skia/22-113.shader_test')
-rw-r--r-- | shaders/skia/22-113.shader_test | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/shaders/skia/22-113.shader_test b/shaders/skia/22-113.shader_test new file mode 100644 index 0000000..d985ced --- /dev/null +++ b/shaders/skia/22-113.shader_test @@ -0,0 +1,68 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uborder_Stage2_c0_c0; +uniform vec4 usubset_Stage2_c0_c0; +uniform vec4 unorm_Stage2_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 TextureEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec2 inCoord = vTransformedCoords_1_Stage0; + inCoord *= unorm_Stage2_c0_c0.xy; + vec2 subsetCoord; + subsetCoord.x = inCoord.x; + subsetCoord.y = inCoord.y; + vec2 clampedCoord; + clampedCoord.x = subsetCoord.x; + clampedCoord.y = subsetCoord.y; + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord * unorm_Stage2_c0_c0.zw); + if (inCoord.x < usubset_Stage2_c0_c0.x || inCoord.x > usubset_Stage2_c0_c0.z) { + textureColor = uborder_Stage2_c0_c0; + } + if (inCoord.y < usubset_Stage2_c0_c0.y || inCoord.y > usubset_Stage2_c0_c0.w) { + textureColor = uborder_Stage2_c0_c0; + } + _output = _input * textureColor; + return _output; +} +vec4 blend_dst_out(vec4 src, vec4 dst) { + return (1.0 - src.w) * dst; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + output_Stage2 = blend_dst_out(output_Stage1, TextureEffect_Stage2_c0_c0(vec4(1.0))); + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_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; + 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); +} + |