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-rw-r--r--shaders/skia/385-2.shader_test79
1 files changed, 79 insertions, 0 deletions
diff --git a/shaders/skia/385-2.shader_test b/shaders/skia/385-2.shader_test
new file mode 100644
index 0000000..b3ef530
--- /dev/null
+++ b/shaders/skia/385-2.shader_test
@@ -0,0 +1,79 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+in vec4 vcolor_Stage0;
+void main() {
+ {
+ sk_FragColor = vec4(1.0);
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform float uSrcTF_Stage0[7];
+uniform mat3 uColorXform_Stage0;
+uniform float uDstTF_Stage0[7];
+uniform mat3 uViewM_Stage0;
+in vec2 position;
+in vec4 inColor;
+out vec4 vcolor_Stage0;
+float src_tf_Stage0(float x) {
+ float G = uSrcTF_Stage0[0];
+ float A = uSrcTF_Stage0[1];
+ float B = uSrcTF_Stage0[2];
+ float C = uSrcTF_Stage0[3];
+ float D = uSrcTF_Stage0[4];
+ float E = uSrcTF_Stage0[5];
+ float F = uSrcTF_Stage0[6];
+ float s = sign(x);
+ x = abs(x);
+ x = x < D ? C * x + F : pow(A * x + B, G) + E;
+ return s * x;
+}
+float dst_tf_Stage0(float x) {
+ float G = uDstTF_Stage0[0];
+ float A = uDstTF_Stage0[1];
+ float B = uDstTF_Stage0[2];
+ float C = uDstTF_Stage0[3];
+ float D = uDstTF_Stage0[4];
+ float E = uDstTF_Stage0[5];
+ float F = uDstTF_Stage0[6];
+ float s = sign(x);
+ x = abs(x);
+ x = x < D ? C * x + F : pow(A * x + B, G) + E;
+ return s * x;
+}
+vec4 gamut_xform_Stage0(vec4 color) {
+ color.xyz = uColorXform_Stage0 * color.xyz;
+ return color;
+}
+vec4 color_xform_Stage0(vec4 color) {
+ float nonZeroAlpha = max(color.w, 9.9999997473787516e-05);
+ color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha);
+ color.x = src_tf_Stage0(color.x);
+ color.y = src_tf_Stage0(color.y);
+ color.z = src_tf_Stage0(color.z);
+ color = gamut_xform_Stage0(color);
+ color.x = dst_tf_Stage0(color.x);
+ color.y = dst_tf_Stage0(color.y);
+ color.z = dst_tf_Stage0(color.z);
+ color.xyz *= color.w;
+ return color;
+}
+void main() {
+ vec4 color = inColor;
+ color = color.zyxw;
+ color = color_xform_Stage0(color);
+ color = vec4(color.xyz * color.w, color.w);
+ vcolor_Stage0 = color;
+ vec3 pos3 = uViewM_Stage0 * vec3(position, 1.0);
+ gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+