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-rw-r--r--shaders/skia/1-446.shader_test74
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
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+++ 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);
+}
+