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/616-4.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/616-4.shader_test')
-rw-r--r-- | shaders/skia/616-4.shader_test | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/shaders/skia/616-4.shader_test b/shaders/skia/616-4.shader_test new file mode 100644 index 0000000..a51e699 --- /dev/null +++ b/shaders/skia/616-4.shader_test @@ -0,0 +1,77 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform float uinnerThreshold_Stage2_c0_c0; +uniform float uouterThreshold_Stage2_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 AlphaThresholdFragmentProcessor_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec4 color = _input; + vec4 mask_color = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0); + if (mask_color.w < 0.5) { + if (color.w > uouterThreshold_Stage2_c0_c0) { + float scale = uouterThreshold_Stage2_c0_c0 / color.w; + color.xyz *= scale; + color.w = uouterThreshold_Stage2_c0_c0; + } + } else if (color.w < uinnerThreshold_Stage2_c0_c0) { + float scale = uinnerThreshold_Stage2_c0_c0 / max(0.0010000000474974513, color.w); + color.xyz *= scale; + color.w = uinnerThreshold_Stage2_c0_c0; + } + _output = color; + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +float _color_burn_component(float sc, float sa, float dc, float da) { + if (da == dc) { + return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); + } else if (sc == 0.0) { + return dc * (1.0 - sa); + } + float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc)); + return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); +} +vec4 blend_color_burn(vec4 src, vec4 dst) { + return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + output_Stage2 = blend_color_burn(AlphaThresholdFragmentProcessor_Stage2_c0_c0(vec4(1.0)), output_Stage1); + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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); +} + |