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Diffstat (limited to 'shaders/skia/4-471.shader_test')
-rw-r--r-- | shaders/skia/4-471.shader_test | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/shaders/skia/4-471.shader_test b/shaders/skia/4-471.shader_test new file mode 100644 index 0000000..7f89486 --- /dev/null +++ b/shaders/skia/4-471.shader_test @@ -0,0 +1,89 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uclamp_Stage1_c0_c0; +uniform vec4 ucolor_Stage2_c1_c0_c0_c0; +uniform mat4 um_Stage2_c2_c0; +uniform vec4 uv_Stage2_c2_c0; +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; + vec2 inCoord = vTransformedCoords_0_Stage0; + vec2 subsetCoord; + subsetCoord.x = inCoord.x; + subsetCoord.y = inCoord.y; + vec2 clampedCoord; + clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0.x, uclamp_Stage1_c0_c0.z); + clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0.y, uclamp_Stage1_c0_c0.w); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + _output = _input * textureColor; + return _output; +} +vec4 ConstColorProcessor_Stage2_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + { + _output = ucolor_Stage2_c1_c0_c0_c0; + } + return _output; +} +vec4 blend_src(vec4 src, vec4 dst) { + return src; +} +vec4 ComposeOne_Stage2_c1_c0(vec4 _input) { + vec4 _output; + _output = blend_src(ConstColorProcessor_Stage2_c1_c0_c0_c0(vec4(1.0)), _input); + return _output; +} +vec4 ColorMatrixFragmentProcessor_Stage2_c2_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_c2_c0 * inputColor + uv_Stage2_c2_c0; + { + _output = clamp(_output, 0.0, 1.0); + } + { + _output.xyz *= _output.w; + } + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + vec4 output_Stage2; + { + output_Stage2 = ColorMatrixFragmentProcessor_Stage2_c2_c0(ComposeOne_Stage2_c1_c0(output_Stage1)); + } + { + 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); +} + |