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path: root/shaders/skia/19-58.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform vec2 uDstTextureUpperLeft_Stage1;
uniform vec2 uDstTextureCoordScale_Stage1;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uDstTextureSampler_Stage1;
noperspective in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
noperspective in vec4 vinColor_Stage0;
vec4 blend_dst_over(vec4 src, vec4 dst) {
    return (1.0 - dst.w) * src + dst;
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vinColor_Stage0;
        vec4 texColor;
        {
            texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
        }
        outputCoverage_Stage0 = texColor;
    }
    {
        if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
            discard;
        }
        vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage1) * uDstTextureCoordScale_Stage1;
        _dstTexCoord.y = 1.0 - _dstTexCoord.y;
        vec4 _dstColor = texture(uDstTextureSampler_Stage1, _dstTexCoord);
        sk_FragColor = blend_dst_over(outputColor_Stage0, _dstColor);
        float lerpRed = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.x);
        float lerpBlue = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.y);
        float lerpGreen = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.z);
        sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
        sk_FragColor.w = max(max(lerpRed, lerpBlue), lerpGreen);
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasSizeInv_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
noperspective out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
    ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
    vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
    vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
    vTexIndex_Stage0 = 0;
    vinColor_Stage0 = inColor;
    gl_Position = vec4(inPosition.x, inPosition.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);
}