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-rw-r--r--shaders/skia/52-26.shader_test75
1 files changed, 75 insertions, 0 deletions
diff --git a/shaders/skia/52-26.shader_test b/shaders/skia/52-26.shader_test
new file mode 100644
index 0000000..35ab754
--- /dev/null
+++ b/shaders/skia/52-26.shader_test
@@ -0,0 +1,75 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec2 uDstTextureUpperLeft_Stage1;
+uniform vec2 uDstTextureCoordScale_Stage1;
+uniform sampler2D uTextureSampler_0_Stage0;
+uniform sampler2D uDstTextureSampler_Stage1;
+noperspective in vec2 vTextureCoords_Stage0;
+flat in int vTexIndex_Stage0;
+noperspective in vec4 vinColor_Stage0;
+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;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vinColor_Stage0;
+ vec4 texColor;
+ {
+ texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
+ }
+ outputCoverage_Stage0 = texColor;
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage1) * uDstTextureCoordScale_Stage1;
+ _dstTexCoord.y = 1.0 - _dstTexCoord.y;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage1, _dstTexCoord);
+ sk_FragColor = blend_overlay(outputColor_Stage0, _dstColor);
+ float lerpRed = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.x);
+ float lerpBlue = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.y);
+ float lerpGreen = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.z);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ sk_FragColor.w = max(max(lerpRed, lerpBlue), lerpGreen);
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform vec2 uAtlasSizeInv_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in uvec2 inTextureCoords;
+noperspective out vec2 vTextureCoords_Stage0;
+flat out int vTexIndex_Stage0;
+noperspective out vec4 vinColor_Stage0;
+void main() {
+ ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
+ vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
+ vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
+ vTexIndex_Stage0 = 0;
+ vinColor_Stage0 = inColor;
+ gl_Position = vec4(inPosition.x, inPosition.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);
+}
+