diff options
Diffstat (limited to 'shaders/skia/493.shader_test')
-rw-r--r-- | shaders/skia/493.shader_test | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/shaders/skia/493.shader_test b/shaders/skia/493.shader_test new file mode 100644 index 0000000..c1a90af --- /dev/null +++ b/shaders/skia/493.shader_test @@ -0,0 +1,92 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uniformColor_Stage1_c0_c0; +uniform vec4 ucolor_Stage1_c0_c0_c0_c0; +uniform vec4 ucolor_Stage2_c1_c0; +noperspective in vec4 vcolor_Stage0; +vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + { + _output = _input.w * ucolor_Stage1_c0_c0_c0_c0; + } + return _output; +} +vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 constColor; + { + constColor = uniformColor_Stage1_c0_c0; + } + _output = ConstColorProcessor_Stage1_c0_c0_c0_c0(constColor); + return _output; +} +vec4 ConstColorProcessor_Stage2_c1_c0(vec4 _input) { + vec4 _output; + { + _output = ucolor_Stage2_c1_c0; + } + return _output; +} +float _blend_overlay_component(float sc, float sa, float dc, float da) { + if (2.0 * dc <= da) { + return (2.0 * sc) * dc; + } + return sa * da - (2.0 * (da - dc)) * (sa - sc); +} +vec4 blend_overlay(vec4 src, vec4 dst) { + vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); + result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w); + return result; +} +vec4 blend_hard_light(vec4 src, vec4 dst) { + return blend_overlay(dst, src); +} +vec4 blend_src_over(vec4 src, vec4 dst) { + return src + (1.0 - src.w) * dst; +} +vec4 blend_darken(vec4 src, vec4 dst) { + vec4 result = blend_src_over(src, dst); + result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); + return result; +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + output_Stage1 = blend_hard_light(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0); + } + vec4 output_Stage2; + { + output_Stage2 = blend_darken(ConstColorProcessor_Stage2_c1_c0(vec4(1.0)), output_Stage1); + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +in vec2 position; +in vec4 inColor; +noperspective out vec4 vcolor_Stage0; +void main() { + vec4 color = inColor; + color = color.zyxw; + color = vec4(color.xyz * color.w, color.w); + vcolor_Stage0 = color; + vec2 pos2 = (uViewM_Stage0 * vec3(position, 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); +} + |