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Diffstat (limited to 'shaders/skia/475-4.shader_test')
-rw-r--r-- | shaders/skia/475-4.shader_test | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/shaders/skia/475-4.shader_test b/shaders/skia/475-4.shader_test new file mode 100644 index 0000000..553d6dc --- /dev/null +++ b/shaders/skia/475-4.shader_test @@ -0,0 +1,82 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform mat4 um_Stage2_c0_c0; +uniform vec4 uv_Stage2_c0_c0; +uniform mat4 um_Stage2_c1_c0; +uniform vec4 uv_Stage2_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 ColorMatrixFragmentProcessor_Stage2_c0_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_c0_c0 * inputColor + uv_Stage2_c0_c0; + { + _output.w = clamp(_output.w, 0.0, 1.0); + } + return _output; +} +vec4 ColorMatrixFragmentProcessor_Stage2_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + _output = um_Stage2_c1_c0 * inputColor + uv_Stage2_c1_c0; + { + _output = clamp(_output, 0.0, 1.0); + } + { + _output.xyz *= _output.w; + } + return _output; +} +float _blend_overlay_component(float sc, float sa, float dc, float da) { + if (2.0 * dc <= da) { + return (2.0 * sc) * dc; + } + return sa * da - (2.0 * (da - dc)) * (sa - sc); +} +vec4 blend_overlay(vec4 src, vec4 dst) { + vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); + result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w); + return result; +} +vec4 blend_hard_light(vec4 src, vec4 dst) { + return blend_overlay(dst, src); +} +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_hard_light(ColorMatrixFragmentProcessor_Stage2_c0_c0(inputColor), ColorMatrixFragmentProcessor_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; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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); +} + |