diff options
Diffstat (limited to 'shaders/skia/52-26.shader_test')
-rw-r--r-- | shaders/skia/52-26.shader_test | 75 |
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); +} + |