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path: root/shaders/skia/301.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uniformColor_Stage1_c0_c0;
uniform vec4 ucolor_Stage1_c0_c0_c0_c0;
uniform vec4 ucolor_Stage2_c1_c0;
noperspective in vec4 vcolor_Stage0;
vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    {
        _output = _input.w * ucolor_Stage1_c0_c0_c0_c0;
    }
    return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 constColor;
    {
        constColor = uniformColor_Stage1_c0_c0;
    }
    _output = ConstColorProcessor_Stage1_c0_c0_c0_c0(constColor);
    return _output;
}
vec4 ConstColorProcessor_Stage2_c1_c0(vec4 _input) {
    vec4 _output;
    {
        _output = ucolor_Stage2_c1_c0;
    }
    return _output;
}
vec4 blend_plus(vec4 src, vec4 dst) {
    return min(src + dst, 1.0);
}
vec4 blend_src_over(vec4 src, vec4 dst) {
    return src + (1.0 - src.w) * dst;
}
vec4 blend_darken(vec4 src, vec4 dst) {
    vec4 result = blend_src_over(src, dst);
    result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
    return result;
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
    }
    vec4 output_Stage1;
    {
        output_Stage1 = blend_plus(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0);
    }
    vec4 output_Stage2;
    {
        output_Stage2 = blend_darken(ConstColorProcessor_Stage2_c1_c0(vec4(1.0)), output_Stage1);
    }
    {
        sk_FragColor = output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 position;
in vec4 inColor;
noperspective out vec4 vcolor_Stage0;
void main() {
    vec4 color = inColor;
    color = color.zyxw;
    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_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}