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-rw-r--r--shaders/skia/13-175.shader_test64
1 files changed, 64 insertions, 0 deletions
diff --git a/shaders/skia/13-175.shader_test b/shaders/skia/13-175.shader_test
new file mode 100644
index 0000000..b658efc
--- /dev/null
+++ b/shaders/skia/13-175.shader_test
@@ -0,0 +1,64 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform sampler2D uTextureSampler_0_Stage0;
+noperspective in vec2 vTextureCoords_Stage0;
+flat in int vTexIndex_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vinColor_Stage0;
+ vec4 texColor;
+ {
+ texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
+ }
+ outputCoverage_Stage0 = texColor;
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = outputColor_Stage0;
+ float value;
+ {
+ uint x = uint(vTransformedCoords_0_Stage0.x);
+ uint y = uint(vTransformedCoords_0_Stage0.y);
+ uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
+ value = float(m) / 64.0 - 0.4921875;
+ }
+ output_Stage1 = vec4(clamp(output_Stage1.xyz + value * 0.0039215688593685627, 0.0, output_Stage1.w), output_Stage1.w);
+ }
+ {
+ sk_FragColor = output_Stage1 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform vec2 uAtlasSizeInv_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in uvec2 inTextureCoords;
+noperspective out vec2 vTextureCoords_Stage0;
+flat out int vTexIndex_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
+ vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
+ vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
+ vTexIndex_Stage0 = 0;
+ vinColor_Stage0 = inColor;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ gl_Position = vec4(inPosition.x, inPosition.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);
+}
+