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-rw-r--r--shaders/skia/82-3.shader_test138
1 files changed, 138 insertions, 0 deletions
diff --git a/shaders/skia/82-3.shader_test b/shaders/skia/82-3.shader_test
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+++ b/shaders/skia/82-3.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform float uSrcTF_Stage1_c0_c0[7];
+uniform mat3 uColorXform_Stage1_c0_c0;
+uniform float uDstTF_Stage1_c0_c0[7];
+uniform mat3 ucolorSpaceMatrix_Stage1_c0_c0_c0_c0;
+uniform vec3 ucolorSpaceTranslate_Stage1_c0_c0_c0_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uTextureSampler_2_Stage1;
+uniform sampler2D uTextureSampler_3_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+noperspective in vec2 vTransformedCoords_3_Stage0;
+flat in vec4 vcolor_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 TextureEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input;
+ return _output;
+}
+vec4 TextureEffect_Stage1_c0_c0_c0_c0_c2_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_2_Stage1, vTransformedCoords_2_Stage0) * _input;
+ return _output;
+}
+vec4 TextureEffect_Stage1_c0_c0_c0_c0_c3_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_3_Stage1, vTransformedCoords_3_Stage0) * _input;
+ return _output;
+}
+vec4 YUVtoRGBEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 planes[4];
+ planes[0] = TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0));
+ planes[1] = TextureEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4(1.0));
+ planes[2] = TextureEffect_Stage1_c0_c0_c0_c0_c2_c0(vec4(1.0));
+ planes[3] = TextureEffect_Stage1_c0_c0_c0_c0_c3_c0(vec4(1.0));
+ vec4 color = vec4(planes[0].x, planes[1].x, planes[2].x, planes[3].w);
+ color.xyz = clamp(color.xyz * ucolorSpaceMatrix_Stage1_c0_c0_c0_c0 + ucolorSpaceTranslate_Stage1_c0_c0_c0_c0, 0.0, 1.0);
+ color.xyz *= color.w;
+ _output = color;
+ return _output;
+}
+float src_tf_Stage1_c0_c0(float x) {
+ float G = uSrcTF_Stage1_c0_c0[0];
+ float A = uSrcTF_Stage1_c0_c0[1];
+ float B = uSrcTF_Stage1_c0_c0[2];
+ float C = uSrcTF_Stage1_c0_c0[3];
+ float D = uSrcTF_Stage1_c0_c0[4];
+ float E = uSrcTF_Stage1_c0_c0[5];
+ float F = uSrcTF_Stage1_c0_c0[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_Stage1_c0_c0(float x) {
+ float G = uDstTF_Stage1_c0_c0[0];
+ float A = uDstTF_Stage1_c0_c0[1];
+ float B = uDstTF_Stage1_c0_c0[2];
+ float C = uDstTF_Stage1_c0_c0[3];
+ float D = uDstTF_Stage1_c0_c0[4];
+ float E = uDstTF_Stage1_c0_c0[5];
+ float F = uDstTF_Stage1_c0_c0[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_Stage1_c0_c0(vec4 color) {
+ color.xyz = uColorXform_Stage1_c0_c0 * color.xyz;
+ return color;
+}
+vec4 color_xform_Stage1_c0_c0(vec4 color) {
+ float nonZeroAlpha = max(color.w, 9.9999997473787516e-05);
+ color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha);
+ color.x = src_tf_Stage1_c0_c0(color.x);
+ color.y = src_tf_Stage1_c0_c0(color.y);
+ color.z = src_tf_Stage1_c0_c0(color.z);
+ color = gamut_xform_Stage1_c0_c0(color);
+ color.x = dst_tf_Stage1_c0_c0(color.x);
+ color.y = dst_tf_Stage1_c0_c0(color.y);
+ color.z = dst_tf_Stage1_c0_c0(color.z);
+ color.xyz *= color.w;
+ return color;
+}
+vec4 ColorSpaceXform_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = color_xform_Stage1_c0_c0(YUVtoRGBEffect_Stage1_c0_c0_c0_c0(vec4(1.0))) * _input;
+ return _output;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ColorSpaceXform_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+uniform mat3 uCoordTransformMatrix_3_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;
+noperspective out vec2 vTransformedCoords_3_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;
+ vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_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);
+}
+