diff options
Diffstat (limited to 'shaders/skia/76-26.shader_test')
-rw-r--r-- | shaders/skia/76-26.shader_test | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/shaders/skia/76-26.shader_test b/shaders/skia/76-26.shader_test new file mode 100644 index 0000000..e9bb8ac --- /dev/null +++ b/shaders/skia/76-26.shader_test @@ -0,0 +1,67 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uniformColor_Stage1_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; + return _output; +} +vec4 OverrideInputFragmentProcessor_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + return _output; +} +vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 constColor; + { + constColor = uniformColor_Stage1_c0_c0; + } + _output = OverrideInputFragmentProcessor_Stage1_c0_c0_c0_c0(constColor); + 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); +} +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); + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec2 inLocalCoord; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vec4 color = inColor; + vcolor_Stage0 = color; + vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 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); +} + |