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/61-10.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/61-10.shader_test')
-rw-r--r-- | shaders/skia/61-10.shader_test | 54 |
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); +} + |