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Diffstat (limited to 'shaders/skia/52-53.shader_test')
-rw-r--r-- | shaders/skia/52-53.shader_test | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/shaders/skia/52-53.shader_test b/shaders/skia/52-53.shader_test new file mode 100644 index 0000000..d3109dc --- /dev/null +++ b/shaders/skia/52-53.shader_test @@ -0,0 +1,132 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uCoordTransformMatrix_2_Stage0; +uniform vec4 ustart_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec4 uend_Stage1_c0_c0_c0_c0_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_3_Stage0; +flat in vec4 vcolor_Stage0; +vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06; + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + _output = (1.0 - t) * ustart_Stage1_c0_c0_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c0_c0_c1_c0; + return _output; +} +vec4 TiledGradientEffect_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0)); + { + { + float t_1 = t.x - 1.0; + float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0; + t.x = abs(tiled_t); + } + _output = SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(t); + } + return _output; +} +vec4 blend_src_in(vec4 src, vec4 dst) { + return src * dst.w; +} +vec4 blend_dst_in(vec4 src, vec4 dst) { + return blend_src_in(dst, src); +} +vec4 ComposeOne_Stage1_c0_c0(vec4 _input) { + vec4 _output; + _output = blend_dst_in(_input, TiledGradientEffect_Stage1_c0_c0_c0_c0(vec4(1.0))); + return _output; +} +vec4 TextureEffect_Stage1_c1_c0_c0_c0(vec4 _input, vec2 _coords) { + _coords = _coords * uCoordTransformMatrix_2_Stage0.xz + uCoordTransformMatrix_2_Stage0.yw; + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, _coords) * _input; + return _output; +} +vec4 Bicubic_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec2 coord = vTransformedCoords_1_Stage0 - vec2(0.5); + vec2 f = fract(coord); + coord += 0.5 - f; + vec4 wx = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f.x, f.x * f.x, (f.x * f.x) * f.x); + vec4 wy = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f.y, f.y * f.y, (f.y * f.y) * f.y); + vec4 rowColors[4]; + rowColors[0] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, -1.0)); + rowColors[1] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(0.0, -1.0)); + rowColors[2] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(1.0, -1.0)); + rowColors[3] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(2.0, -1.0)); + vec4 s0 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + rowColors[0] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 0.0)); + rowColors[1] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord); + rowColors[2] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 0.0)); + rowColors[3] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(2.0, 0.0)); + vec4 s1 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + rowColors[0] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 1.0)); + rowColors[1] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(0.0, 1.0)); + rowColors[2] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 1.0)); + rowColors[3] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(2.0, 1.0)); + vec4 s2 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + rowColors[0] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 2.0)); + rowColors[1] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(0.0, 2.0)); + rowColors[2] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 2.0)); + rowColors[3] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(2.0, 2.0)); + vec4 s3 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + vec4 bicubicColor = ((wy.x * s0 + wy.y * s1) + wy.z * s2) + wy.w * s3; + bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www)); + _output = bicubicColor * _input; + return _output; +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + output_Stage1 = Bicubic_Stage1_c1_c0(ComposeOne_Stage1_c0_c0(outputColor_Stage0)); + } + vec4 output_Stage2; + { + output_Stage2 = texture(uTextureSampler_0_Stage2, vTransformedCoords_3_Stage0); + } + { + sk_FragColor = output_Stage1 * output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +uniform mat3 uCoordTransformMatrix_3_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_3_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_3_Stage0 = (uCoordTransformMatrix_3_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); +} + |