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Diffstat (limited to 'shaders/skia/16-192.shader_test')
-rw-r--r-- | shaders/skia/16-192.shader_test | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/shaders/skia/16-192.shader_test b/shaders/skia/16-192.shader_test new file mode 100644 index 0000000..8a071ee --- /dev/null +++ b/shaders/skia/16-192.shader_test @@ -0,0 +1,91 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uColor_Stage0; +uniform vec4 ucolor_Stage1; +uniform mat4 um_Stage2_c0_c0; +uniform vec4 uv_Stage2_c0_c0; +uniform mat4 um_Stage2_c1_c0; +uniform vec4 uv_Stage2_c1_c0; +uniform sampler2D uTextureSampler_0_Stage0; +noperspective in vec2 vTextureCoords_Stage0; +flat in int vTexIndex_Stage0; +vec4 ColorMatrixFragmentProcessor_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + { + float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05); + inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w); + } + _output = um_Stage2_c0_c0 * inputColor + uv_Stage2_c0_c0; + { + _output = clamp(_output, 0.0, 1.0); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec4 ColorMatrixFragmentProcessor_Stage2_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + { + float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05); + inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w); + } + _output = um_Stage2_c1_c0 * inputColor + uv_Stage2_c1_c0; + { + _output = clamp(_output, 0.0, 1.0); + } + { + _output.xyz *= _output.w; + } + return _output; +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = uColor_Stage0; + vec4 texColor; + { + texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0); + } + outputColor_Stage0 = outputColor_Stage0 * texColor; + } + vec4 output_Stage1; + { + { + output_Stage1 = outputColor_Stage0 * ucolor_Stage1; + } + } + vec4 output_Stage2; + { + output_Stage2 = ColorMatrixFragmentProcessor_Stage2_c1_c0(ColorMatrixFragmentProcessor_Stage2_c0_c0(output_Stage1)); + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform vec2 uAtlasSizeInv_Stage0; +in vec2 inPosition; +in uvec2 inTextureCoords; +noperspective out vec2 vTextureCoords_Stage0; +flat out int vTexIndex_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; + 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); +} + |