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-rw-r--r--shaders/skia/55-23.shader_test135
1 files changed, 135 insertions, 0 deletions
diff --git a/shaders/skia/55-23.shader_test b/shaders/skia/55-23.shader_test
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+++ b/shaders/skia/55-23.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec2 uImageIncrement_Stage1;
+uniform float uSurfaceScale_Stage1;
+uniform vec3 uLightColor_Stage1;
+uniform float uKD_Stage1;
+uniform vec3 uLightDirection_Stage1;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 light_Stage1(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
+ float colorScale = uKD_Stage1 * dot(normal, surfaceToLight);
+ return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);
+}
+float sobel_Stage1(float a, float b, float c, float d, float e, float f, float scale) {
+ return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale;
+}
+vec3 pointToNormal_Stage1(float x, float y, float scale) {
+ return normalize(vec3(-x * scale, -y * scale, 1.0));
+}
+vec3 normal_Stage1(float m[9], float surfaceScale) {
+ return pointToNormal_Stage1(sobel_Stage1(m[0], m[2], m[3], m[5], 0.0, 0.0, 0.33333298563957214), sobel_Stage1(m[0], m[3], m[1], m[4], m[2], m[5], 0.5), surfaceScale);
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ vec2 coord = vTransformedCoords_0_Stage0;
+ float m[9];
+ vec4 temp0;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ temp0 = textureColor;
+ }
+ m[0] = temp0.w;
+ vec4 temp1;
+ {
+ vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ temp1 = textureColor;
+ }
+ m[1] = temp1.w;
+ vec4 temp2;
+ {
+ vec2 origCoord = coord + uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ temp2 = textureColor;
+ }
+ m[2] = temp2.w;
+ vec4 temp3;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ temp3 = textureColor;
+ }
+ m[3] = temp3.w;
+ vec4 temp4;
+ {
+ vec2 origCoord = coord;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ temp4 = textureColor;
+ }
+ m[4] = temp4.w;
+ vec4 temp5;
+ {
+ vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ temp5 = textureColor;
+ }
+ m[5] = temp5.w;
+ vec4 temp6;
+ {
+ vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ temp6 = textureColor;
+ }
+ m[6] = temp6.w;
+ vec4 temp7;
+ {
+ vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ temp7 = textureColor;
+ }
+ m[7] = temp7.w;
+ vec4 temp8;
+ {
+ vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ temp8 = textureColor;
+ }
+ m[8] = temp8.w;
+ vec3 surfaceToLight = uLightDirection_Stage1;
+ output_Stage1 = light_Stage1(normal_Stage1(m, uSurfaceScale_Stage1), surfaceToLight, uLightColor_Stage1);
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ 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);
+}
+