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-rw-r--r--shaders/skia/34-36.shader_test78
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);
+}
+