diff options
Diffstat (limited to 'shaders/skia/43-3.shader_test')
-rw-r--r-- | shaders/skia/43-3.shader_test | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/shaders/skia/43-3.shader_test b/shaders/skia/43-3.shader_test new file mode 100644 index 0000000..6f537f6 --- /dev/null +++ b/shaders/skia/43-3.shader_test @@ -0,0 +1,102 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uclamp_Stage1_c0_c0_c0_c0; +uniform vec4 uclamp_Stage1_c0_c0_c1_c0; +uniform vec4 uclamp_Stage1_c0_c0_c2_c0; +uniform mat3 ucolorSpaceMatrix_Stage1_c0_c0; +uniform vec3 ucolorSpaceTranslate_Stage1_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_2_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +flat in vec4 vcolor_Stage0; +vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 inCoord = vTransformedCoords_0_Stage0; + vec2 subsetCoord; + subsetCoord.x = inCoord.x; + subsetCoord.y = inCoord.y; + vec2 clampedCoord; + clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0_c0_c0.x, uclamp_Stage1_c0_c0_c0_c0.z); + clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0_c0_c0.y, uclamp_Stage1_c0_c0_c0_c0.w); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + _output = _input * textureColor; + return _output; +} +vec4 TextureEffect_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 inCoord = vTransformedCoords_1_Stage0; + vec2 subsetCoord; + subsetCoord.x = inCoord.x; + subsetCoord.y = inCoord.y; + vec2 clampedCoord; + clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0_c1_c0.x, uclamp_Stage1_c0_c0_c1_c0.z); + clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0_c1_c0.y, uclamp_Stage1_c0_c0_c1_c0.w); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + _output = _input * textureColor; + return _output; +} +vec4 TextureEffect_Stage1_c0_c0_c2_c0(vec4 _input) { + vec4 _output; + vec2 inCoord = vTransformedCoords_2_Stage0; + vec2 subsetCoord; + subsetCoord.x = inCoord.x; + subsetCoord.y = inCoord.y; + vec2 clampedCoord; + clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0_c2_c0.x, uclamp_Stage1_c0_c0_c2_c0.z); + clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0_c2_c0.y, uclamp_Stage1_c0_c0_c2_c0.w); + vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord); + _output = _input * textureColor; + return _output; +} +vec4 YUVtoRGBEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 planes[3]; + planes[0] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0)); + planes[1] = TextureEffect_Stage1_c0_c0_c1_c0(vec4(1.0)); + planes[2] = TextureEffect_Stage1_c0_c0_c2_c0(vec4(1.0)); + vec4 color = vec4(planes[0].x, planes[2].x, planes[1].x, 1.0); + color.xyz = clamp(color.xyz * ucolorSpaceMatrix_Stage1_c0_c0 + ucolorSpaceTranslate_Stage1_c0_c0, 0.0, 1.0); + _output = color; + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = YUVtoRGBEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + { + 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; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out vec2 vTransformedCoords_2_Stage0; +flat out vec4 vcolor_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; + vcolor_Stage0 = color; + 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); +} + |