diff options
Diffstat (limited to 'shaders/skia/655.shader_test')
-rw-r--r-- | shaders/skia/655.shader_test | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/shaders/skia/655.shader_test b/shaders/skia/655.shader_test new file mode 100644 index 0000000..3f7afcb --- /dev/null +++ b/shaders/skia/655.shader_test @@ -0,0 +1,80 @@ +[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; +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; +} +float _blend_color_luminance(vec3 color) { + return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); +} +vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { + float lum = _blend_color_luminance(lumColor); + vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor; + float minComp = min(min(result.x, result.y), result.z); + float maxComp = max(max(result.x, result.y), result.z); + if (minComp < 0.0 && lum != minComp) { + result = lum + ((result - lum) * lum) / (lum - minComp); + } + if (maxComp > alpha && maxComp != lum) { + return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); + } + return result; +} +vec4 blend_color(vec4 src, vec4 dst) { + float alpha = dst.w * src.w; + vec3 sda = src.xyz * dst.w; + vec3 dsa = dst.xyz * src.w; + return vec4((((_blend_set_color_luminance(sda, alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + output_Stage1 = blend_color(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0); + } + { + sk_FragColor = output_Stage1; + } +} + +[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); +} + |