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Diffstat (limited to 'shaders/skia/85-13.shader_test')
-rw-r--r-- | shaders/skia/85-13.shader_test | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/shaders/skia/85-13.shader_test b/shaders/skia/85-13.shader_test new file mode 100644 index 0000000..5cf62ba --- /dev/null +++ b/shaders/skia/85-13.shader_test @@ -0,0 +1,67 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +#extension GL_ARB_fragment_coord_conventions : require +layout(origin_upper_left) in vec4 gl_FragCoord; +out vec4 sk_FragColor; +uniform vec4 uclamp_Stage1; +uniform vec2 uDstTextureUpperLeft_Stage2; +uniform vec2 uDstTextureCoordScale_Stage2; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uDstTextureSampler_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in float vcoverage_Stage0; +vec4 blend_src(vec4 src, vec4 dst) { + return src; +} +void main() { + vec4 outputCoverage_Stage0; + { + float coverage = vcoverage_Stage0; + outputCoverage_Stage0 = vec4(coverage); + } + vec4 output_Stage1; + { + vec2 inCoord = vTransformedCoords_0_Stage0; + vec2 subsetCoord; + subsetCoord.x = inCoord.x; + subsetCoord.y = inCoord.y; + vec2 clampedCoord; + clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1.x, uclamp_Stage1.z); + clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1.y, uclamp_Stage1.w); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + output_Stage1 = textureColor; + } + { + if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) { + discard; + } + vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2; + _dstTexCoord.y = 1.0 - _dstTexCoord.y; + vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord); + sk_FragColor = blend_src(output_Stage1, _dstColor); + sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in float coverage; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out float vcoverage_Stage0; +void main() { + vec2 position = position; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + vcoverage_Stage0 = coverage; + 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); +} + |