diff options
Diffstat (limited to 'shaders/skia/4-213.shader_test')
-rw-r--r-- | shaders/skia/4-213.shader_test | 143 |
1 files changed, 143 insertions, 0 deletions
diff --git a/shaders/skia/4-213.shader_test b/shaders/skia/4-213.shader_test new file mode 100644 index 0000000..5fdd398 --- /dev/null +++ b/shaders/skia/4-213.shader_test @@ -0,0 +1,143 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec2 uImageIncrement_Stage1; +uniform vec4 uKernel_Stage1[3]; +uniform vec2 uKernelOffset_Stage1; +uniform float uGain_Stage1; +uniform float uBias_Stage1; +uniform vec4 uTexDom_Stage1; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +void main() { + vec4 output_Stage1; + { + vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_0_Stage0 - uKernelOffset_Stage1 * uImageIncrement_Stage1; + vec4 c; + { + float k = uKernel_Stage1[0].x; + { + vec2 origCoord = coord; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1[0].y; + { + vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1[0].z; + { + vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1[0].w; + { + vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1[1].x; + { + vec2 origCoord = coord + uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1[1].y; + { + vec2 origCoord = coord + vec2(2.0, 1.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1[1].z; + { + vec2 origCoord = coord + vec2(0.0, 2.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1[1].w; + { + vec2 origCoord = coord + vec2(1.0, 2.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1[2].x; + { + vec2 origCoord = coord + vec2(2.0, 2.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + output_Stage1 = sum * uGain_Stage1 + uBias_Stage1; + output_Stage1.w = clamp(output_Stage1.w, 0.0, 1.0); + output_Stage1.xyz = clamp(output_Stage1.xyz, 0.0, output_Stage1.w); + } + { + sk_FragColor = output_Stage1; + } +} + +[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); +} + |