diff options
Diffstat (limited to 'shaders/skia/49-9.shader_test')
-rw-r--r-- | shaders/skia/49-9.shader_test | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/shaders/skia/49-9.shader_test b/shaders/skia/49-9.shader_test new file mode 100644 index 0000000..55b520b --- /dev/null +++ b/shaders/skia/49-9.shader_test @@ -0,0 +1,62 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uborder_Stage1; +uniform vec4 usubset_Stage1; +uniform vec4 uclamp_Stage1; +uniform vec4 unorm_Stage1; +uniform sampler2D uTextureSampler_0_Stage1; +flat in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + vec2 inCoord = vTransformedCoords_0_Stage0; + inCoord *= unorm_Stage1.xy; + vec2 subsetCoord; + { + float w = usubset_Stage1.z - usubset_Stage1.x; + float w2 = 2.0 * w; + float m = mod(inCoord.x - usubset_Stage1.x, w2); + subsetCoord.x = mix(m, w2 - m, step(w, m)) + usubset_Stage1.x; + } + subsetCoord.y = inCoord.y; + vec2 clampedCoord; + clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1.x, uclamp_Stage1.z); + clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1.y, uclamp_Stage1.w); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord * unorm_Stage1.zw); + float errY = subsetCoord.y - clampedCoord.y; + textureColor = mix(textureColor, uborder_Stage1, min(abs(errY), 1.0)); + output_Stage1 = outputColor_Stage0 * textureColor; + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +in vec2 inLocalCoords; +in vec4 color; +flat out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vcolor_Stage0 = color; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoords, 1.0)).xy; + gl_Position = vec4(pos2.x, pos2.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); +} + |