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Diffstat (limited to 'shaders/skia/34-36.shader_test')
-rw-r--r-- | shaders/skia/34-36.shader_test | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/shaders/skia/34-36.shader_test b/shaders/skia/34-36.shader_test new file mode 100644 index 0000000..345f7e7 --- /dev/null +++ b/shaders/skia/34-36.shader_test @@ -0,0 +1,78 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform mat3 ucolorSpaceMatrix_Stage1; +uniform vec3 ucolorSpaceTranslate_Stage1; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_2_Stage1; +uniform sampler2D uTextureSampler_3_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +noperspective in vec2 vTransformedCoords_3_Stage0; +vec4 TextureEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; + return _output; +} +vec4 TextureEffect_Stage1_c1_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input; + return _output; +} +vec4 TextureEffect_Stage1_c2_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_2_Stage1, vTransformedCoords_2_Stage0) * _input; + return _output; +} +vec4 TextureEffect_Stage1_c3_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_3_Stage1, vTransformedCoords_3_Stage0) * _input; + return _output; +} +void main() { + vec4 output_Stage1; + { + vec4 planes[4]; + planes[0] = TextureEffect_Stage1_c0_c0(vec4(1.0)); + planes[1] = TextureEffect_Stage1_c1_c0(vec4(1.0)); + planes[2] = TextureEffect_Stage1_c2_c0(vec4(1.0)); + planes[3] = TextureEffect_Stage1_c3_c0(vec4(1.0)); + vec4 color = vec4(planes[0].x, planes[1].x, planes[2].x, planes[3].x); + color.xyz = clamp(color.xyz * ucolorSpaceMatrix_Stage1 + ucolorSpaceTranslate_Stage1, 0.0, 1.0); + color.xyz *= color.w; + output_Stage1 = color; + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +uniform mat3 uCoordTransformMatrix_2_Stage0; +uniform mat3 uCoordTransformMatrix_3_Stage0; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out vec2 vTransformedCoords_2_Stage0; +noperspective out vec2 vTransformedCoords_3_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; + vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(localCoord, 1.0)).xy; + vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_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); +} + |