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-rw-r--r--shaders/skia/16-111.shader_test98
1 files changed, 98 insertions, 0 deletions
diff --git a/shaders/skia/16-111.shader_test b/shaders/skia/16-111.shader_test
new file mode 100644
index 0000000..8324f04
--- /dev/null
+++ b/shaders/skia/16-111.shader_test
@@ -0,0 +1,98 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform float ucontrast_Stage2;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+flat in vec4 vcolor_Stage0;
+vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
+ return _output;
+}
+float hue2rgb_Stage2(float p, float q, float t) {
+ if (t < 0.0) t += 1.0;
+ if (t > 1.0) t -= 1.0;
+ if (t < 0.16666666666666666) return p + ((q - p) * 6.0) * t;
+ if (t < 0.5) return q;
+ if (t < 0.66666666666666663) return p + ((q - p) * (0.66666666666666663 - t)) * 6.0;
+ return p;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ vec4 output_Stage2;
+ {
+ vec4 color = output_Stage1;
+ float nonZeroAlpha = max(color.w, 9.9999997473787516e-05);
+ color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha);
+ color.xyz = color.xyz * color.xyz;
+ float fmax = max(color.x, max(color.y, color.z));
+ float fmin = min(color.x, min(color.y, color.z));
+ float l = (fmax + fmin) / 2.0;
+ float h;
+ float s;
+ if (fmax == fmin) {
+ h = 0.0;
+ s = 0.0;
+ } else {
+ float d = fmax - fmin;
+ s = l > 0.5 ? d / ((2.0 - fmax) - fmin) : d / (fmax + fmin);
+ if (color.x >= color.y && color.x >= color.z) {
+ h = (color.y - color.z) / d + float(color.y < color.z ? 6 : 0);
+ } else if (color.y >= color.z) {
+ h = (color.z - color.x) / d + 2.0;
+ } else {
+ h = (color.x - color.y) / d + 4.0;
+ }
+ }
+ h /= 6.0;
+ l = 1.0 - l;
+ if (s == 0.0) {
+ color = vec4(l, l, l, 0.0);
+ } else {
+ float q = l < 0.5 ? l * (1.0 + s) : (l + s) - l * s;
+ float p = 2.0 * l - q;
+ color.x = hue2rgb_Stage2(p, q, h + 0.33333333333333331);
+ color.y = hue2rgb_Stage2(p, q, h);
+ color.z = hue2rgb_Stage2(p, q, h - 0.33333333333333331);
+ }
+ if (ucontrast_Stage2 != 0.0) {
+ float m = (1.0 + ucontrast_Stage2) / (1.0 - ucontrast_Stage2);
+ float off = -0.5 * m + 0.5;
+ color = m * color + off;
+ }
+ color = clamp(color, 0.0, 1.0);
+ color.xyz = sqrt(color.xyz);
+ color.w = output_Stage1.w;
+ color.xyz *= color.w;
+ output_Stage2 = color;
+ }
+ {
+ sk_FragColor = output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec4 color;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vcolor_Stage0 = color;
+ 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);
+}
+