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-rw-r--r--shaders/skia/319-5.shader_test74
1 files changed, 74 insertions, 0 deletions
diff --git a/shaders/skia/319-5.shader_test b/shaders/skia/319-5.shader_test
new file mode 100644
index 0000000..feac352
--- /dev/null
+++ b/shaders/skia/319-5.shader_test
@@ -0,0 +1,74 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform float uinnerThreshold_Stage2_c0_c0;
+uniform float uouterThreshold_Stage2_c0_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_0_Stage2;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+vec4 AlphaThresholdFragmentProcessor_Stage2_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 color = _input;
+ vec4 mask_color = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0);
+ if (mask_color.w < 0.5) {
+ if (color.w > uouterThreshold_Stage2_c0_c0) {
+ float scale = uouterThreshold_Stage2_c0_c0 / color.w;
+ color.xyz *= scale;
+ color.w = uouterThreshold_Stage2_c0_c0;
+ }
+ } else if (color.w < uinnerThreshold_Stage2_c0_c0) {
+ float scale = uinnerThreshold_Stage2_c0_c0 / max(0.0010000000474974513, color.w);
+ color.xyz *= scale;
+ color.w = uinnerThreshold_Stage2_c0_c0;
+ }
+ _output = color;
+ return _output;
+}
+vec4 ClampFragmentProcessor_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = clamp(_input, 0.0, 1.0);
+ }
+ return _output;
+}
+vec4 blend_multiply(vec4 src, vec4 dst) {
+ return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, 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_multiply(AlphaThresholdFragmentProcessor_Stage2_c0_c0(inputColor), ClampFragmentProcessor_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;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 position;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_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;
+ 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);
+}
+