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Diffstat (limited to 'shaders/skia/22-30.shader_test')
-rw-r--r-- | shaders/skia/22-30.shader_test | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/shaders/skia/22-30.shader_test b/shaders/skia/22-30.shader_test new file mode 100644 index 0000000..ee1a8d8 --- /dev/null +++ b/shaders/skia/22-30.shader_test @@ -0,0 +1,86 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +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 blend_src_in(vec4 src, vec4 dst) { + return src * dst.w; +} +vec4 blend_dst_in(vec4 src, vec4 dst) { + return blend_src_in(dst, src); +} +vec4 ComposeOne_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = blend_dst_in(_input, TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0))); + return _output; +} +vec4 ComposeOne_Stage1_c0_c0(vec4 _input) { + vec4 _output; + _output = blend_src_in(_input, ComposeOne_Stage1_c0_c0_c0_c0(vec4(1.0))); + return _output; +} +vec4 TextureEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input; + return _output; +} +vec4 ComposeOne_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = blend_dst_in(_input, TextureEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4(1.0))); + return _output; +} +vec4 ComposeOne_Stage1_c1_c0(vec4 _input) { + vec4 _output; + _output = blend_src_in(_input, ComposeOne_Stage1_c1_c0_c0_c0(vec4(1.0))); + return _output; +} +vec4 blend_dst_out(vec4 src, vec4 dst) { + return (1.0 - src.w) * dst; +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(vec4(1.0).xyz, 1.0); + output_Stage1 = blend_dst_out(ComposeOne_Stage1_c0_c0(inputColor), ComposeOne_Stage1_c1_c0(inputColor)); + } + { + sk_FragColor = outputColor_Stage0 * 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); +} + |