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authorRob Clark <robdclark@chromium.org>2020-04-09 08:18:24 -0700
committerRob Clark <robdclark@chromium.org>2020-04-09 08:21:42 -0700
commit31b22da39e37e3471497475b0f70cb7911a14f10 (patch)
treead9af436a448f8b04008d69991b1e90416681773 /shaders/skia/13-225.shader_test
parent7d3768722419076cb935399ff580ad0b99dfdb2c (diff)
shaders: add skia shaders
Add shaders extracted from skia's unit tests[1] [1] https://skia.org/dev/testing/testing
Diffstat (limited to 'shaders/skia/13-225.shader_test')
-rw-r--r--shaders/skia/13-225.shader_test84
1 files changed, 84 insertions, 0 deletions
diff --git a/shaders/skia/13-225.shader_test b/shaders/skia/13-225.shader_test
new file mode 100644
index 0000000..36b87a2
--- /dev/null
+++ b/shaders/skia/13-225.shader_test
@@ -0,0 +1,84 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uColor_Stage0;
+uniform mat4 um_Stage1_c0_c0;
+uniform vec4 uv_Stage1_c0_c0;
+uniform mat4 um_Stage1_c1_c0;
+uniform vec4 uv_Stage1_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage0;
+noperspective in vec2 vTextureCoords_Stage0;
+flat in int vTexIndex_Stage0;
+vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = _input;
+ {
+ float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
+ inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
+ }
+ _output = um_Stage1_c0_c0 * inputColor + uv_Stage1_c0_c0;
+ {
+ _output = clamp(_output, 0.0, 1.0);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = _input;
+ {
+ float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
+ inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
+ }
+ _output = um_Stage1_c1_c0 * inputColor + uv_Stage1_c1_c0;
+ {
+ _output = clamp(_output, 0.0, 1.0);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ vec4 texColor;
+ {
+ texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
+ }
+ outputColor_Stage0 = outputColor_Stage0 * texColor;
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ColorMatrixFragmentProcessor_Stage1_c1_c0(ColorMatrixFragmentProcessor_Stage1_c0_c0(outputColor_Stage0));
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform vec2 uAtlasSizeInv_Stage0;
+in vec2 inPosition;
+in uvec2 inTextureCoords;
+noperspective out vec2 vTextureCoords_Stage0;
+flat out int vTexIndex_Stage0;
+void main() {
+ ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
+ vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
+ vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
+ vTexIndex_Stage0 = 0;
+ gl_Position = vec4(inPosition.x, inPosition.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);
+}
+