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-rw-r--r--shaders/skia/58-2.shader_test117
1 files changed, 117 insertions, 0 deletions
diff --git a/shaders/skia/58-2.shader_test b/shaders/skia/58-2.shader_test
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+++ b/shaders/skia/58-2.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uclamp_Stage1_c0_c0_c0_c0;
+uniform vec4 uclamp_Stage1_c0_c0_c1_c0;
+uniform vec4 uclamp_Stage1_c0_c0_c2_c0;
+uniform mat4 um_Stage2;
+uniform vec4 uv_Stage2;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uTextureSampler_2_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+flat in vec4 vcolor_Stage0;
+vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 inCoord = vTransformedCoords_0_Stage0;
+ vec2 subsetCoord;
+ subsetCoord.x = inCoord.x;
+ subsetCoord.y = inCoord.y;
+ vec2 clampedCoord;
+ clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0_c0_c0.x, uclamp_Stage1_c0_c0_c0_c0.z);
+ clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0_c0_c0.y, uclamp_Stage1_c0_c0_c0_c0.w);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ _output = _input * textureColor;
+ return _output;
+}
+vec4 TextureEffect_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 inCoord = vTransformedCoords_1_Stage0;
+ vec2 subsetCoord;
+ subsetCoord.x = inCoord.x;
+ subsetCoord.y = inCoord.y;
+ vec2 clampedCoord;
+ clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0_c1_c0.x, uclamp_Stage1_c0_c0_c1_c0.z);
+ clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0_c1_c0.y, uclamp_Stage1_c0_c0_c1_c0.w);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ _output = _input * textureColor;
+ return _output;
+}
+vec4 TextureEffect_Stage1_c0_c0_c2_c0(vec4 _input) {
+ vec4 _output;
+ vec2 inCoord = vTransformedCoords_2_Stage0;
+ vec2 subsetCoord;
+ subsetCoord.x = inCoord.x;
+ subsetCoord.y = inCoord.y;
+ vec2 clampedCoord;
+ clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0_c2_c0.x, uclamp_Stage1_c0_c0_c2_c0.z);
+ clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0_c2_c0.y, uclamp_Stage1_c0_c0_c2_c0.w);
+ vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
+ _output = _input * textureColor;
+ return _output;
+}
+vec4 YUVtoRGBEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 planes[3];
+ planes[0] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0));
+ planes[1] = TextureEffect_Stage1_c0_c0_c1_c0(vec4(1.0));
+ planes[2] = TextureEffect_Stage1_c0_c0_c2_c0(vec4(1.0));
+ vec4 color = vec4(planes[0].x, planes[1].x, planes[1].y, planes[2].w);
+ color.xyz *= color.w;
+ _output = color;
+ return _output;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = YUVtoRGBEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ vec4 output_Stage2;
+ {
+ vec4 inputColor = output_Stage1;
+ {
+ float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
+ inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
+ }
+ output_Stage2 = um_Stage2 * inputColor + uv_Stage2;
+ {
+ output_Stage2 = clamp(output_Stage2, 0.0, 1.0);
+ }
+ {
+ output_Stage2.xyz *= output_Stage2.w;
+ }
+ }
+ {
+ sk_FragColor = output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_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_2_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_2_Stage0 = (uCoordTransformMatrix_2_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);
+}
+