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-rw-r--r--shaders/skia/91-28.shader_test88
1 files changed, 88 insertions, 0 deletions
diff --git a/shaders/skia/91-28.shader_test b/shaders/skia/91-28.shader_test
new file mode 100644
index 0000000..1999175
--- /dev/null
+++ b/shaders/skia/91-28.shader_test
@@ -0,0 +1,88 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+uniform float uSrcTF_Stage0[7];
+uniform mat3 uColorXform_Stage0;
+uniform float uDstTF_Stage0[7];
+uniform sampler2D uTextureSampler_0_Stage0;
+noperspective in vec2 vtextureCoords_Stage0;
+flat in vec4 vtextureDomain_Stage0;
+flat in vec4 vcolor_Stage0;
+float src_tf_Stage0(float x) {
+ float G = uSrcTF_Stage0[0];
+ float A = uSrcTF_Stage0[1];
+ float B = uSrcTF_Stage0[2];
+ float C = uSrcTF_Stage0[3];
+ float D = uSrcTF_Stage0[4];
+ float E = uSrcTF_Stage0[5];
+ float F = uSrcTF_Stage0[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_Stage0(float x) {
+ float G = uDstTF_Stage0[0];
+ float A = uDstTF_Stage0[1];
+ float B = uDstTF_Stage0[2];
+ float C = uDstTF_Stage0[3];
+ float D = uDstTF_Stage0[4];
+ float E = uDstTF_Stage0[5];
+ float F = uDstTF_Stage0[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_Stage0(vec4 color) {
+ color.xyz = uColorXform_Stage0 * color.xyz;
+ return color;
+}
+vec4 color_xform_Stage0(vec4 color) {
+ float nonZeroAlpha = max(color.w, 9.9999997473787516e-05);
+ color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha);
+ color.x = src_tf_Stage0(color.x);
+ color.y = src_tf_Stage0(color.y);
+ color.z = src_tf_Stage0(color.z);
+ color = gamut_xform_Stage0(color);
+ color.x = dst_tf_Stage0(color.x);
+ color.y = dst_tf_Stage0(color.y);
+ color.z = dst_tf_Stage0(color.z);
+ color.xyz *= color.w;
+ return color;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ vec2 textureCoords;
+ textureCoords = vtextureCoords_Stage0;
+ vec4 textureDomain;
+ textureDomain = vtextureDomain_Stage0;
+ outputColor_Stage0 = vcolor_Stage0;
+ outputColor_Stage0 = color_xform_Stage0(texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw))) * outputColor_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 position;
+in vec2 textureCoords;
+in vec4 textureDomain;
+in vec4 color;
+noperspective out vec2 vtextureCoords_Stage0;
+flat out vec4 vtextureDomain_Stage0;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vec2 pos2 = position;
+ vtextureCoords_Stage0 = textureCoords;
+ vtextureDomain_Stage0 = textureDomain;
+ vcolor_Stage0 = color;
+ 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);
+}
+