diff options
Diffstat (limited to 'shaders/skia/73-14.shader_test')
-rw-r--r-- | shaders/skia/73-14.shader_test | 56 |
1 files changed, 56 insertions, 0 deletions
diff --git a/shaders/skia/73-14.shader_test b/shaders/skia/73-14.shader_test new file mode 100644 index 0000000..506ed94 --- /dev/null +++ b/shaders/skia/73-14.shader_test @@ -0,0 +1,56 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec2 uScale_Stage1; +uniform vec4 uTexDom_Stage1; +uniform vec3 uDecalParams_Stage1; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +void main() { + vec4 output_Stage1; + { + vec4 dColor = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0); + vec2 cCoords = vTransformedCoords_1_Stage0 + uScale_Stage1 * (dColor.xy - vec2(0.5)); + { + vec2 origCoord = cCoords; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.z < 1.0) { + err = 0.0; + } + output_Stage1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + } + { + sk_FragColor = output_Stage1; + } +} + +[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); +} + |