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path: root/shaders/skia/580-2.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform float uPixelSize_Stage3;
uniform vec2 uRange_Stage3;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uTextureSampler_0_Stage3;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vtextureCoords_Stage0;
flat in vec4 vtextureDomain_Stage0;
flat in vec4 vcolor_Stage0;
void main() {
    vec4 outputColor_Stage0;
    {
        vec2 textureCoords;
        textureCoords = vtextureCoords_Stage0;
        vec4 textureDomain;
        textureDomain = vtextureDomain_Stage0;
        outputColor_Stage0 = vcolor_Stage0;
        outputColor_Stage0 = texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw)) * outputColor_Stage0;
    }
    vec4 output_Stage1;
    {
        {
            output_Stage1 = clamp(outputColor_Stage0, 0.0, 1.0);
        }
    }
    vec4 output_Stage2;
    {
        {
            float alpha = clamp(output_Stage1.w, 0.0, 1.0);
            output_Stage2 = vec4(clamp(output_Stage1.xyz, 0.0, alpha), alpha);
        }
    }
    vec4 output_Stage3;
    {
        output_Stage3 = vec4(1.0, 1.0, 1.0, 1.0);
        vec2 coord = vTransformedCoords_0_Stage0;
        coord.y -= 10.0 * uPixelSize_Stage3;
        for (int i = 0;i < 21; i++) {
            output_Stage3 = min(output_Stage3, texture(uTextureSampler_0_Stage3, coord));
            coord.y += uPixelSize_Stage3;
        }
        output_Stage3 *= output_Stage2;
    }
    {
        sk_FragColor = output_Stage3;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec2 textureCoords;
in vec4 textureDomain;
in vec4 color;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vtextureCoords_Stage0;
flat out vec4 vtextureDomain_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
    vec2 pos2 = position;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(textureCoords, 1.0)).xy;
    vtextureCoords_Stage0 = textureCoords;
    vtextureDomain_Stage0 = textureDomain;
    vcolor_Stage0 = color;
    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);
}