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path: root/shaders/skia/13-202.shader_test
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[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 mat3 ucolorSpaceMatrix_Stage1_c0_c0;
uniform vec3 ucolorSpaceTranslate_Stage1_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
flat in vec4 vcolor_Stage0;
noperspective in float vcoverage_Stage0;
flat in vec4 vgeomDomain_Stage0;
vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
    return _output;
}
vec4 TextureEffect_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input;
    return _output;
}
vec4 TextureEffect_Stage1_c0_c0_c2_c0(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_2_Stage1, vTransformedCoords_2_Stage0) * _input;
    return _output;
}
vec4 YUVtoRGBEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 planes[3];
    planes[0] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0));
    planes[1] = TextureEffect_Stage1_c0_c0_c1_c0(vec4(1.0));
    planes[2] = TextureEffect_Stage1_c0_c0_c2_c0(vec4(1.0));
    vec4 color = vec4(planes[0].x, planes[1].x, planes[2].x, 1.0);
    color.xyz = clamp(color.xyz * ucolorSpaceMatrix_Stage1_c0_c0 + ucolorSpaceTranslate_Stage1_c0_c0, 0.0, 1.0);
    _output = color;
    return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
    return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
    return blend_src_in(dst, src);
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
        float coverage = vcoverage_Stage0;
        vec4 geoDomain;
        geoDomain = vgeomDomain_Stage0;
        if (coverage < 0.5) {
            vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
            vec2 dists2 = dists4.xy * dists4.zw;
            coverage = min(coverage, dists2.x * dists2.y);
        }
        outputCoverage_Stage0 = vec4(coverage);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = blend_dst_in(outputColor_Stage0, YUVtoRGBEffect_Stage1_c0_c0(vec4(1.0)));
    }
    {
        sk_FragColor = output_Stage1 * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
in vec2 position;
in float coverage;
in vec4 color;
in vec2 localCoord;
in vec4 geomDomain;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
flat out vec4 vcolor_Stage0;
noperspective out float vcoverage_Stage0;
flat out vec4 vgeomDomain_Stage0;
void main() {
    vec2 position = position;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
    vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(localCoord, 1.0)).xy;
    vcolor_Stage0 = color;
    vcoverage_Stage0 = coverage;
    vgeomDomain_Stage0 = geomDomain;
    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);
}