diff options
Diffstat (limited to 'shaders/skia/319-5.shader_test')
-rw-r--r-- | shaders/skia/319-5.shader_test | 74 |
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); +} + |