summaryrefslogtreecommitdiff
path: root/shaders/skia/2311.shader_test
blob: e3c73bad15c3c6e800135747c330d6e831a7e780 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
[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 mat4 um_Stage1_c0_c0;
uniform vec4 uv_Stage1_c0_c0;
uniform vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uDstTextureSampler_Stage2;
noperspective in vec4 vcolor_Stage0;
noperspective in float vinCoverage_Stage0;
vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = _input;
    _output = um_Stage1_c0_c0 * inputColor + uv_Stage1_c0_c0;
    {
        _output = clamp(_output, 0.0, 1.0);
    }
    {
        _output.xyz *= _output.w;
    }
    return _output;
}
vec4 blend_src(vec4 src, vec4 dst) {
    return src;
}
void main() {
    vec4 outputCoverage_Stage0;
    {
        float alpha = 1.0;
        alpha = vinCoverage_Stage0;
        outputCoverage_Stage0 = vec4(alpha);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = ColorMatrixFragmentProcessor_Stage1_c0_c0(vec4(1.0));
    }
    {
        if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
            discard;
        }
        vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
        _dstTexCoord.y = 1.0 - _dstTexCoord.y;
        vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
        sk_FragColor = blend_src(output_Stage1, _dstColor);
        sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
    vec4 color = inColor;
    vcolor_Stage0 = color;
    vec2 pos2 = inPosition;
    vinCoverage_Stage0 = inCoverage;
    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);
}