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Diffstat (limited to 'shaders/skia/7-77.shader_test')
-rw-r--r-- | shaders/skia/7-77.shader_test | 124 |
1 files changed, 124 insertions, 0 deletions
diff --git a/shaders/skia/7-77.shader_test b/shaders/skia/7-77.shader_test new file mode 100644 index 0000000..e42ffff --- /dev/null +++ b/shaders/skia/7-77.shader_test @@ -0,0 +1,124 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 ustart_Stage2_c2_c0_c0_c0_c0_c0_c1_c0; +uniform vec4 uend_Stage2_c2_c0_c0_c0_c0_c0_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +flat in vec4 vcolor_Stage0; +noperspective in float vcoverage_Stage0; +vec4 TextureEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; + return _output; +} +vec4 TextureEffect_Stage2_c1_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0) * _input; + return _output; +} +vec4 blend_src_in(vec4 src, vec4 dst) { + return src * dst.w; +} +vec4 blend_dst_in(vec4 src, vec4 dst) { + return blend_src_in(dst, src); +} +vec4 ComposeOne_Stage2_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = blend_dst_in(_input, TextureEffect_Stage2_c1_c0_c0_c0_c0_c0(vec4(1.0))); + return _output; +} +vec4 ComposeOne_Stage2_c1_c0(vec4 _input) { + vec4 _output; + _output = blend_src_in(_input, ComposeOne_Stage2_c1_c0_c0_c0(vec4(1.0))); + return _output; +} +vec4 LinearGradientLayout_Stage2_c2_c0_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = vTransformedCoords_2_Stage0.x + 9.9999997473787516e-06; + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 SingleIntervalGradientColorizer_Stage2_c2_c0_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + _output = (1.0 - t) * ustart_Stage2_c2_c0_c0_c0_c0_c0_c1_c0 + t * uend_Stage2_c2_c0_c0_c0_c0_c0_c1_c0; + return _output; +} +vec4 TiledGradientEffect_Stage2_c2_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = LinearGradientLayout_Stage2_c2_c0_c0_c0_c0_c0_c0_c0(vec4(1.0)); + { + { + t.x = fract(t.x); + } + _output = SingleIntervalGradientColorizer_Stage2_c2_c0_c0_c0_c0_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec4 ComposeOne_Stage2_c2_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = blend_dst_in(_input, TiledGradientEffect_Stage2_c2_c0_c0_c0_c0_c0(vec4(1.0))); + return _output; +} +vec4 ComposeOne_Stage2_c2_c0(vec4 _input) { + vec4 _output; + _output = blend_src_in(_input, ComposeOne_Stage2_c2_c0_c0_c0(vec4(1.0))); + return _output; +} +void main() { + vec4 outputCoverage_Stage0; + { + float coverage = vcoverage_Stage0; + outputCoverage_Stage0 = vec4(coverage); + } + vec4 output_Stage1; + { + output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + vec4 output_Stage2; + { + output_Stage2 = ComposeOne_Stage2_c2_c0(ComposeOne_Stage2_c1_c0(outputCoverage_Stage0)); + } + { + sk_FragColor = output_Stage1 * 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 float coverage; +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; +noperspective out float vcoverage_Stage0; +void main() { + vec2 position = position; + 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; + vcoverage_Stage0 = coverage; + 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); +} + |