diff options
Diffstat (limited to 'shaders/skia/412-2.shader_test')
-rw-r--r-- | shaders/skia/412-2.shader_test | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/shaders/skia/412-2.shader_test b/shaders/skia/412-2.shader_test new file mode 100644 index 0000000..ac7a96b --- /dev/null +++ b/shaders/skia/412-2.shader_test @@ -0,0 +1,92 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform float uSrcTF_Stage0[7]; +uniform mat3 uColorXform_Stage0; +uniform float uDstTF_Stage0[7]; +uniform sampler2D uTextureSampler_0_Stage0; +flat in vec4 vcolor_Stage0; +noperspective in vec2 vlocalCoord_Stage0; +flat in vec4 vtexDomain_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 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + vec2 texCoord; + texCoord = vlocalCoord_Stage0; + vec4 domain; + domain = vtexDomain_Stage0; + texCoord = clamp(texCoord, domain.xy, domain.zw); + outputColor_Stage0 = color_xform_Stage0(texture(uTextureSampler_0_Stage0, texCoord)) * outputColor_Stage0; + } + { + sk_FragColor = outputColor_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +in vec2 position; +in vec4 color; +in vec2 localCoord; +in vec4 texDomain; +flat out vec4 vcolor_Stage0; +noperspective out vec2 vlocalCoord_Stage0; +flat out vec4 vtexDomain_Stage0; +void main() { + vcolor_Stage0 = color; + vlocalCoord_Stage0 = localCoord; + vtexDomain_Stage0 = texDomain; + 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); +} + |