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path: root/shaders/skia/25-27.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_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 blend_src_in(vec4 src, vec4 dst) {
    return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
    return blend_src_in(dst, src);
}
vec4 ComposeOne_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    _output = blend_dst_in(_input, TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0)));
    return _output;
}
vec4 ComposeOne_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    _output = blend_src_in(_input, ComposeOne_Stage1_c0_c0_c0_c0(vec4(1.0)));
    return _output;
}
vec4 TextureEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input;
    return _output;
}
vec4 ComposeOne_Stage1_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    _output = blend_dst_in(_input, TextureEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4(1.0)));
    return _output;
}
vec4 ComposeOne_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    _output = blend_src_in(_input, ComposeOne_Stage1_c1_c0_c0_c0(vec4(1.0)));
    return _output;
}
vec4 blend_xor(vec4 src, vec4 dst) {
    return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(vec4(1.0).xyz, 1.0);
        output_Stage1 = blend_xor(ComposeOne_Stage1_c0_c0(inputColor), ComposeOne_Stage1_c1_c0(inputColor));
    }
    {
        sk_FragColor = outputColor_Stage0 * output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_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;
    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);
}