summaryrefslogtreecommitdiff
path: root/shaders/skia/61-10.shader_test
diff options
context:
space:
mode:
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/61-10.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/61-10.shader_test')
-rw-r--r--shaders/skia/61-10.shader_test54
1 files changed, 54 insertions, 0 deletions
diff --git a/shaders/skia/61-10.shader_test b/shaders/skia/61-10.shader_test
new file mode 100644
index 0000000..7a67a4b
--- /dev/null
+++ b/shaders/skia/61-10.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec2 uDstTextureUpperLeft_Stage1;
+uniform vec2 uDstTextureCoordScale_Stage1;
+uniform sampler2D uDstTextureSampler_Stage1;
+flat in vec4 vcolor_Stage0;
+noperspective in float vcoverage_Stage0;
+vec4 blend_src(vec4 src, vec4 dst) {
+ return src;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ float coverage = vcoverage_Stage0;
+ outputCoverage_Stage0 = vec4(coverage);
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage1) * uDstTextureCoordScale_Stage1;
+ _dstTexCoord.y = 1.0 - _dstTexCoord.y;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage1, _dstTexCoord);
+ sk_FragColor = blend_src(outputColor_Stage0, _dstColor);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 position;
+in float coverage;
+in vec4 color;
+flat out vec4 vcolor_Stage0;
+noperspective out float vcoverage_Stage0;
+void main() {
+ vec2 position = position;
+ vcolor_Stage0 = color;
+ vcoverage_Stage0 = coverage;
+ 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);
+}
+