diff options
Diffstat (limited to 'shaders/skia/1-446.shader_test')
-rw-r--r-- | shaders/skia/1-446.shader_test | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/shaders/skia/1-446.shader_test b/shaders/skia/1-446.shader_test new file mode 100644 index 0000000..ff1dcd4 --- /dev/null +++ b/shaders/skia/1-446.shader_test @@ -0,0 +1,74 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec3 uDistanceAdjust_Stage0; +uniform float ualpha_Stage1; +uniform sampler2D uTextureSampler_0_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTextureCoords_Stage0; +flat in int vTexIndex_Stage0; +noperspective in vec2 vIntTextureCoords_Stage0; +noperspective in float vDelta_Stage0; +void main() { + vec4 outputCoverage_Stage0; + { + vec2 uv = vTextureCoords_Stage0; + float st_grad_len = abs(-dFdy(vIntTextureCoords_Stage0.y)); + vec2 offset = vec2(st_grad_len * vDelta_Stage0, 0.0); + vec4 texColor; + { + texColor = texture(uTextureSampler_0_Stage0, uv); + } + vec3 distance; + distance.y = texColor.x; + vec2 uv_adjusted = uv - offset; + { + texColor = texture(uTextureSampler_0_Stage0, uv_adjusted); + } + distance.x = texColor.x; + uv_adjusted = uv + offset; + { + texColor = texture(uTextureSampler_0_Stage0, uv_adjusted); + } + distance.z = texColor.x; + distance = vec3(7.96875) * (distance - vec3(0.50196081399917603)); + distance -= uDistanceAdjust_Stage0; + float afwidth; + afwidth = 0.64999997615814209 * st_grad_len; + outputCoverage_Stage0 = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0); + } + { + outputCoverage_Stage0.w = max(max(outputCoverage_Stage0.x, outputCoverage_Stage0.y), outputCoverage_Stage0.z); + sk_FragColor = ualpha_Stage1 * outputCoverage_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform vec2 uAtlasDimensionsInv_Stage0; +in vec2 inPosition; +in vec4 inColor; +in uvec2 inTextureCoords; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTextureCoords_Stage0; +flat out int vTexIndex_Stage0; +noperspective out vec2 vIntTextureCoords_Stage0; +noperspective out float vDelta_Stage0; +void main() { + vinColor_Stage0 = inColor; + ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y)); + vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2)); + vTextureCoords_Stage0 = unormTexCoords * uAtlasDimensionsInv_Stage0; + vTexIndex_Stage0 = 0; + vIntTextureCoords_Stage0 = unormTexCoords; + vDelta_Stage0 = uAtlasDimensionsInv_Stage0.x / 3.0; + gl_Position = vec4(inPosition.x, inPosition.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); +} + |