summaryrefslogtreecommitdiff
path: root/shaders/skia/301-5.shader_test
diff options
context:
space:
mode:
Diffstat (limited to 'shaders/skia/301-5.shader_test')
-rw-r--r--shaders/skia/301-5.shader_test82
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);
+}
+