diff options
Diffstat (limited to 'shaders/skia/565.shader_test')
-rw-r--r-- | shaders/skia/565.shader_test | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/shaders/skia/565.shader_test b/shaders/skia/565.shader_test new file mode 100644 index 0000000..3abbc18 --- /dev/null +++ b/shaders/skia/565.shader_test @@ -0,0 +1,81 @@ +[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; +} +vec4 blend_exclusion(vec4 src, vec4 dst) { + return vec4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w); +} +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_exclusion(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); +} + |