diff options
Diffstat (limited to 'shaders/skia/670-3.shader_test')
-rw-r--r-- | shaders/skia/670-3.shader_test | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/shaders/skia/670-3.shader_test b/shaders/skia/670-3.shader_test new file mode 100644 index 0000000..144f478 --- /dev/null +++ b/shaders/skia/670-3.shader_test @@ -0,0 +1,71 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 ColorTableEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05); + vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha); + coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579); + _output.w = texture(uTextureSampler_0_Stage2, vec2(coord.w, 0.125)).w; + _output.x = texture(uTextureSampler_0_Stage2, vec2(coord.x, 0.375)).w; + _output.y = texture(uTextureSampler_0_Stage2, vec2(coord.y, 0.625)).w; + _output.z = texture(uTextureSampler_0_Stage2, vec2(coord.z, 0.875)).w; + _output.xyz *= _output.w; + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +float _soft_light_component(float sc, float sa, float dc, float da) { + if (2.0 * sc <= sa) { + return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0); + } else if (4.0 * dc <= da) { + float DSqd = dc * dc; + float DCub = DSqd * dc; + float DaSqd = da * da; + float DaCub = DaSqd * da; + return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd); + } + return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc; +} +vec4 blend_soft_light(vec4 src, vec4 dst) { + if (dst.w == 0.0) { + return src; + } + return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + output_Stage2 = blend_soft_light(ColorTableEffect_Stage2_c0_c0(vec4(1.0)), output_Stage1); + } + { + 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); +} + |