summaryrefslogtreecommitdiff
path: root/shaders/skia/22-30.shader_test
diff options
context:
space:
mode:
Diffstat (limited to 'shaders/skia/22-30.shader_test')
-rw-r--r--shaders/skia/22-30.shader_test86
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);
+}
+