diff options
Diffstat (limited to 'shaders/skia/13-175.shader_test')
-rw-r--r-- | shaders/skia/13-175.shader_test | 64 |
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); +} + |