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-rw-r--r--shaders/skia/1060.shader_test65
1 files changed, 65 insertions, 0 deletions
diff --git a/shaders/skia/1060.shader_test b/shaders/skia/1060.shader_test
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index 0000000..ae0fb8d
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+++ b/shaders/skia/1060.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 ucolor_Stage1;
+uniform sampler2D uTextureSampler_0_Stage0;
+uniform sampler2D uTextureSampler_0_Stage2;
+noperspective in vec2 vtextureCoords_Stage0;
+flat in vec4 vtextureDomain_Stage0;
+flat in vec4 vcolor_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ vec2 textureCoords;
+ textureCoords = vtextureCoords_Stage0;
+ vec4 textureDomain;
+ textureDomain = vtextureDomain_Stage0;
+ outputColor_Stage0 = vcolor_Stage0;
+ outputColor_Stage0 = texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw)) * outputColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ {
+ output_Stage1 = ucolor_Stage1;
+ }
+ }
+ vec4 output_Stage2;
+ {
+ float nonZeroAlpha = max(output_Stage1.w, 9.9999997473787516e-05);
+ vec4 coord = vec4(output_Stage1.xyz / nonZeroAlpha, nonZeroAlpha);
+ coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
+ output_Stage2.w = texture(uTextureSampler_0_Stage2, vec2(coord.w, 0.125)).w;
+ output_Stage2.x = texture(uTextureSampler_0_Stage2, vec2(coord.x, 0.375)).w;
+ output_Stage2.y = texture(uTextureSampler_0_Stage2, vec2(coord.y, 0.625)).w;
+ output_Stage2.z = texture(uTextureSampler_0_Stage2, vec2(coord.z, 0.875)).w;
+ output_Stage2.xyz *= output_Stage2.w;
+ }
+ {
+ sk_FragColor = output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 position;
+in vec2 textureCoords;
+in vec4 textureDomain;
+in vec4 color;
+noperspective out vec2 vtextureCoords_Stage0;
+flat out vec4 vtextureDomain_Stage0;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vec2 pos2 = position;
+ vtextureCoords_Stage0 = textureCoords;
+ vtextureDomain_Stage0 = textureDomain;
+ vcolor_Stage0 = color;
+ gl_Position = vec4(pos2.x, pos2.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);
+}
+