diff options
author | Rob Clark <robdclark@chromium.org> | 2020-04-09 08:18:24 -0700 |
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committer | Rob Clark <robdclark@chromium.org> | 2020-04-09 08:21:42 -0700 |
commit | 31b22da39e37e3471497475b0f70cb7911a14f10 (patch) | |
tree | ad9af436a448f8b04008d69991b1e90416681773 /shaders/skia/382-2.shader_test | |
parent | 7d3768722419076cb935399ff580ad0b99dfdb2c (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/382-2.shader_test')
-rw-r--r-- | shaders/skia/382-2.shader_test | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/shaders/skia/382-2.shader_test b/shaders/skia/382-2.shader_test new file mode 100644 index 0000000..6e0e3a7 --- /dev/null +++ b/shaders/skia/382-2.shader_test @@ -0,0 +1,46 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +uniform float uinnerThreshold_Stage1; +uniform float uouterThreshold_Stage1; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +flat in vec4 vcolor_Stage0; +void main() { + { + vec4 color = vec4(1.0); + vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + if (mask_color.w < 0.5) { + if (1.0 > uouterThreshold_Stage1) { + float scale = uouterThreshold_Stage1; + color.xyz *= scale; + color.w = uouterThreshold_Stage1; + } + } else if (1.0 < uinnerThreshold_Stage1) { + float scale = uinnerThreshold_Stage1 / max(0.0010000000474974513, 1.0); + color.xyz *= scale; + color.w = uinnerThreshold_Stage1; + } + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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); +} + |