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Diffstat (limited to 'shaders/skia/325-5.shader_test')
-rw-r--r-- | shaders/skia/325-5.shader_test | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/shaders/skia/325-5.shader_test b/shaders/skia/325-5.shader_test new file mode 100644 index 0000000..b215c51 --- /dev/null +++ b/shaders/skia/325-5.shader_test @@ -0,0 +1,73 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform float uPixelSize_Stage2_c0_c0; +uniform vec2 uRange_Stage2_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 Morphology_Stage2_c0_c0(vec4 _input) { + vec4 _output; + _output = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_1_Stage0; + coord.x -= uPixelSize_Stage2_c0_c0; + for (int i = 0;i < 3; i++) { + _output = max(_output, texture(uTextureSampler_0_Stage2, coord)); + coord.x += uPixelSize_Stage2_c0_c0; + } + _output *= _input; + return _output; +} +vec4 ClampFragmentProcessor_Stage2_c1_c0(vec4 _input) { + vec4 _output; + { + _output = clamp(_input, 0.0, 1.0); + } + return _output; +} +vec4 blend_src_over(vec4 src, vec4 dst) { + return src + (1.0 - src.w) * dst; +} +vec4 blend_darken(vec4 src, vec4 dst) { + vec4 result = blend_src_over(src, dst); + result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); + return result; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + vec4 inputColor = vec4(output_Stage1.xyz, 1.0); + output_Stage2 = blend_darken(Morphology_Stage2_c0_c0(inputColor), ClampFragmentProcessor_Stage2_c1_c0(inputColor)); + output_Stage2 *= output_Stage1.w; + } + { + 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); +} + |