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-rw-r--r--shaders/skia/4-213.shader_test143
1 files changed, 143 insertions, 0 deletions
diff --git a/shaders/skia/4-213.shader_test b/shaders/skia/4-213.shader_test
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+++ b/shaders/skia/4-213.shader_test
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+[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);
+}
+