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path: root/shaders/skia/25-7.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform mat3 ucolorSpaceMatrix_Stage1_c0_c0;
uniform vec3 ucolorSpaceTranslate_Stage1_c0_c0;
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(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
    return _output;
}
vec4 TextureEffect_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input;
    return _output;
}
vec4 YUVtoRGBEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 planes[2];
    planes[0] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0));
    planes[1] = TextureEffect_Stage1_c0_c0_c1_c0(vec4(1.0));
    vec4 color = vec4(planes[0].x, planes[1].x, planes[1].y, 1.0);
    color.xyz = clamp(color.xyz * ucolorSpaceMatrix_Stage1_c0_c0 + ucolorSpaceTranslate_Stage1_c0_c0, 0.0, 1.0);
    _output = color;
    return _output;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = YUVtoRGBEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
    }
    {
        sk_FragColor = 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);
}