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Diffstat (limited to 'shaders/skia/301-5.shader_test')
-rw-r--r-- | shaders/skia/301-5.shader_test | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/shaders/skia/301-5.shader_test b/shaders/skia/301-5.shader_test new file mode 100644 index 0000000..bd6aaf2 --- /dev/null +++ b/shaders/skia/301-5.shader_test @@ -0,0 +1,82 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform mat4 um_Stage2_c0_c0; +uniform vec4 uv_Stage2_c0_c0; +uniform mat4 um_Stage2_c1_c0; +uniform vec4 uv_Stage2_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 ColorMatrixFragmentProcessor_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + _output = um_Stage2_c0_c0 * inputColor + uv_Stage2_c0_c0; + { + _output = clamp(_output, 0.0, 1.0); + } + return _output; +} +vec4 ColorMatrixFragmentProcessor_Stage2_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + _output = um_Stage2_c1_c0 * inputColor + uv_Stage2_c1_c0; + { + _output = clamp(_output, 0.0, 1.0); + } + { + _output.xyz *= _output.w; + } + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +float _color_dodge_component(float sc, float sa, float dc, float da) { + if (dc == 0.0) { + return sc * (1.0 - da); + } else { + float d = sa - sc; + if (d == 0.0) { + return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); + } + d = min(da, _guarded_divide(dc * sa, d)); + return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); + } +} +vec4 blend_color_dodge(vec4 src, vec4 dst) { + return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + vec4 inputColor = vec4(output_Stage1.xyz, 1.0); + output_Stage2 = blend_color_dodge(ColorMatrixFragmentProcessor_Stage2_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage2_c1_c0(inputColor)); + output_Stage2 *= output_Stage1.w; + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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); +} + |