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-rw-r--r--shaders/skia/67-3.shader_test83
1 files changed, 83 insertions, 0 deletions
diff --git a/shaders/skia/67-3.shader_test b/shaders/skia/67-3.shader_test
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index 0000000..9693ca4
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+++ b/shaders/skia/67-3.shader_test
@@ -0,0 +1,83 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform float uSrcTF_Stage2[7];
+uniform mat3 uColorXform_Stage2;
+uniform float uDstTF_Stage2[7];
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+float src_tf_Stage2(float x) {
+ float G = uSrcTF_Stage2[0];
+ float A = uSrcTF_Stage2[1];
+ float B = uSrcTF_Stage2[2];
+ float C = uSrcTF_Stage2[3];
+ float D = uSrcTF_Stage2[4];
+ float E = uSrcTF_Stage2[5];
+ float F = uSrcTF_Stage2[6];
+ float s = sign(x);
+ x = abs(x);
+ x = x < D ? C * x + F : pow(A * x + B, G) + E;
+ return s * x;
+}
+float dst_tf_Stage2(float x) {
+ float G = uDstTF_Stage2[0];
+ float A = uDstTF_Stage2[1];
+ float B = uDstTF_Stage2[2];
+ float C = uDstTF_Stage2[3];
+ float D = uDstTF_Stage2[4];
+ float E = uDstTF_Stage2[5];
+ float F = uDstTF_Stage2[6];
+ float s = sign(x);
+ x = abs(x);
+ x = x < D ? C * x + F : pow(A * x + B, G) + E;
+ return s * x;
+}
+vec4 gamut_xform_Stage2(vec4 color) {
+ color.xyz = uColorXform_Stage2 * color.xyz;
+ return color;
+}
+vec4 color_xform_Stage2(vec4 color) {
+ float nonZeroAlpha = max(color.w, 9.9999997473787516e-05);
+ color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha);
+ color.x = src_tf_Stage2(color.x);
+ color.y = src_tf_Stage2(color.y);
+ color.z = src_tf_Stage2(color.z);
+ color = gamut_xform_Stage2(color);
+ color.x = dst_tf_Stage2(color.x);
+ color.y = dst_tf_Stage2(color.y);
+ color.z = dst_tf_Stage2(color.z);
+ color.xyz *= color.w;
+ return color;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = color_xform_Stage2(output_Stage1);
+ }
+ {
+ sk_FragColor = output_Stage2;
+ }
+}
+
+[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);
+}
+