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-rw-r--r--shaders/skia/2455.shader_test91
1 files changed, 91 insertions, 0 deletions
diff --git a/shaders/skia/2455.shader_test b/shaders/skia/2455.shader_test
new file mode 100644
index 0000000..dc50e11
--- /dev/null
+++ b/shaders/skia/2455.shader_test
@@ -0,0 +1,91 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec2 uScale_Stage1_c0_c0;
+uniform vec4 uTexDom_Stage1_c0_c0;
+uniform vec3 uDecalParams_Stage1_c0_c0;
+uniform vec2 uDstTextureUpperLeft_Stage2;
+uniform vec2 uDstTextureCoordScale_Stage2;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uDstTextureSampler_Stage2;
+noperspective in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in float vinCoverage_Stage0;
+vec4 DisplacementMap_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 dColor = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
+ dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
+ vec2 cCoords = vTransformedCoords_1_Stage0 + uScale_Stage1_c0_c0 * (dColor.wz - vec2(0.5));
+ {
+ vec2 origCoord = cCoords;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0.z < 1.0) {
+ err = 0.0;
+ }
+ _output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ return _output;
+}
+vec4 blend_src(vec4 src, vec4 dst) {
+ return src;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ float alpha = 1.0;
+ alpha = vinCoverage_Stage0;
+ outputCoverage_Stage0 = vec4(alpha);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = DisplacementMap_Stage1_c0_c0(vec4(1.0));
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
+ _dstTexCoord.y = 1.0 - _dstTexCoord.y;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
+ sk_FragColor = blend_src(output_Stage1, _dstColor);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in float inCoverage;
+noperspective out vec4 vcolor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out float vinCoverage_Stage0;
+void main() {
+ vec4 color = inColor;
+ vcolor_Stage0 = color;
+ vec2 pos2 = inPosition;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
+ vinCoverage_Stage0 = inCoverage;
+ 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);
+}
+