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path: root/shaders/skia/88-2.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform float uSrcTF_Stage2[7];
uniform mat3 uColorXform_Stage2;
uniform float uDstTF_Stage2[7];
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
float src_tf_Stage2(float x) {
    float G = uSrcTF_Stage2[0];
    float A = uSrcTF_Stage2[1];
    float B = uSrcTF_Stage2[2];
    float C = uSrcTF_Stage2[3];
    float D = uSrcTF_Stage2[4];
    float E = uSrcTF_Stage2[5];
    float F = uSrcTF_Stage2[6];
    float s = sign(x);
    x = abs(x);
    x = x < D ? C * x + F : pow(A * x + B, G) + E;
    return s * x;
}
float dst_tf_Stage2(float x) {
    float G = uDstTF_Stage2[0];
    float A = uDstTF_Stage2[1];
    float B = uDstTF_Stage2[2];
    float C = uDstTF_Stage2[3];
    float D = uDstTF_Stage2[4];
    float E = uDstTF_Stage2[5];
    float F = uDstTF_Stage2[6];
    float s = sign(x);
    x = abs(x);
    x = x < D ? C * x + F : pow(A * x + B, G) + E;
    return s * x;
}
vec4 gamut_xform_Stage2(vec4 color) {
    color.xyz = uColorXform_Stage2 * color.xyz;
    return color;
}
vec4 color_xform_Stage2(vec4 color) {
    color.x = src_tf_Stage2(color.x);
    color.y = src_tf_Stage2(color.y);
    color.z = src_tf_Stage2(color.z);
    color = gamut_xform_Stage2(color);
    color.x = dst_tf_Stage2(color.x);
    color.y = dst_tf_Stage2(color.y);
    color.z = dst_tf_Stage2(color.z);
    return color;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
    }
    vec4 output_Stage2;
    {
        output_Stage2 = color_xform_Stage2(output_Stage1);
    }
    {
        sk_FragColor = output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
    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);
}