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-rw-r--r--shaders/skia/55-31.shader_test91
1 files changed, 91 insertions, 0 deletions
diff --git a/shaders/skia/55-31.shader_test b/shaders/skia/55-31.shader_test
new file mode 100644
index 0000000..f618440
--- /dev/null
+++ b/shaders/skia/55-31.shader_test
@@ -0,0 +1,91 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uCoordTransformMatrix_2_Stage0;
+uniform vec4 uborder_Stage1;
+uniform vec4 usubset_Stage1;
+uniform vec4 unorm_Stage1;
+uniform vec4 uk_Stage2;
+uniform vec4 uborder_Stage2_c0_c0;
+uniform vec4 usubset_Stage2_c0_c0;
+uniform vec4 unorm_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 TextureEffect_Stage2_c0_c0(vec4 _input, vec2 _coords) {
+ _coords = _coords * uCoordTransformMatrix_2_Stage0.xz + uCoordTransformMatrix_2_Stage0.yw;
+ vec4 _output;
+ vec2 inCoord = _coords;
+ inCoord *= unorm_Stage2_c0_c0.xy;
+ vec2 subsetCoord;
+ subsetCoord.x = inCoord.x;
+ subsetCoord.y = inCoord.y;
+ vec2 clampedCoord;
+ clampedCoord.x = subsetCoord.x;
+ clampedCoord.y = subsetCoord.y;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord * unorm_Stage2_c0_c0.zw);
+ if (inCoord.x < usubset_Stage2_c0_c0.x || inCoord.x > usubset_Stage2_c0_c0.z) {
+ textureColor = uborder_Stage2_c0_c0;
+ }
+ if (inCoord.y < usubset_Stage2_c0_c0.y || inCoord.y > usubset_Stage2_c0_c0.w) {
+ textureColor = uborder_Stage2_c0_c0;
+ }
+ _output = _input * textureColor;
+ return _output;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ vec2 inCoord = vTransformedCoords_0_Stage0;
+ inCoord *= unorm_Stage1.xy;
+ vec2 subsetCoord;
+ subsetCoord.x = inCoord.x;
+ subsetCoord.y = inCoord.y;
+ vec2 clampedCoord;
+ clampedCoord.x = subsetCoord.x;
+ clampedCoord.y = subsetCoord.y;
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord * unorm_Stage1.zw);
+ if (inCoord.x < usubset_Stage1.x || inCoord.x > usubset_Stage1.z) {
+ textureColor = uborder_Stage1;
+ }
+ if (inCoord.y < usubset_Stage1.y || inCoord.y > usubset_Stage1.w) {
+ textureColor = uborder_Stage1;
+ }
+ output_Stage1 = textureColor;
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = output_Stage1;
+ vec4 dst = TextureEffect_Stage2_c0_c0(vec4(1.0), vTransformedCoords_1_Stage0);
+ output_Stage2 = clamp((((uk_Stage2.x * output_Stage2) * dst + uk_Stage2.y * output_Stage2) + uk_Stage2.z * dst) + uk_Stage2.w, 0.0, 1.0);
+ {
+ output_Stage2.xyz = min(output_Stage2.xyz, output_Stage2.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);
+}
+