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path: root/shaders/skia/1021.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
noperspective in vec4 vcolor_Stage0;
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = floor(vec4(255.0) + 0.5) / 255.0;
        {
            output_Stage1.xyz = floor((output_Stage1.xyz * output_Stage1.w) * 255.0 + 0.5) / 255.0;
        }
    }
    {
        sk_FragColor = 1.0 - output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform float uSrcTF_Stage0[7];
uniform mat3 uColorXform_Stage0;
uniform float uDstTF_Stage0[7];
uniform mat3 uViewM_Stage0;
in vec2 position;
in vec4 inColor;
noperspective out 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 color = inColor;
    color = color.zyxw;
    color = color_xform_Stage0(color);
    color = vec4(color.xyz * color.w, color.w);
    vcolor_Stage0 = color;
    vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
    gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
    gl_PointSize = 1.0;
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}