summaryrefslogtreecommitdiff
path: root/shaders/skia/262-4.shader_test
diff options
context:
space:
mode:
Diffstat (limited to 'shaders/skia/262-4.shader_test')
-rw-r--r--shaders/skia/262-4.shader_test61
1 files changed, 61 insertions, 0 deletions
diff --git a/shaders/skia/262-4.shader_test b/shaders/skia/262-4.shader_test
new file mode 100644
index 0000000..eb77f26
--- /dev/null
+++ b/shaders/skia/262-4.shader_test
@@ -0,0 +1,61 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 ucolor0_Stage2;
+uniform vec4 ucolor1_Stage2;
+uniform vec4 ucolor2_Stage2;
+uniform vec4 ucolor3_Stage2;
+uniform vec4 ucolor4_Stage2;
+uniform vec4 ucolor5_Stage2;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = output_Stage1;
+ float alpha = 255.0 * output_Stage2.w;
+ if (alpha < 0.5) {
+ output_Stage2 = ucolor0_Stage2;
+ } else if (alpha < 1.5) {
+ output_Stage2 = ucolor1_Stage2;
+ } else if (alpha < 2.5) {
+ output_Stage2 = ucolor2_Stage2;
+ } else if (alpha < 3.5) {
+ output_Stage2 = ucolor3_Stage2;
+ } else if (alpha < 4.5) {
+ output_Stage2 = ucolor4_Stage2;
+ } else {
+ output_Stage2 = ucolor5_Stage2;
+ }
+ }
+ {
+ sk_FragColor = output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 position;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
+ 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);
+}
+