diff options
Diffstat (limited to 'shaders/skia/10-96.shader_test')
-rw-r--r-- | shaders/skia/10-96.shader_test | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/shaders/skia/10-96.shader_test b/shaders/skia/10-96.shader_test new file mode 100644 index 0000000..8fb93b6 --- /dev/null +++ b/shaders/skia/10-96.shader_test @@ -0,0 +1,80 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform sampler2D uTextureSampler_0_Stage0; +uniform sampler2D uTextureSampler_0_Stage1; +in vec2 vTextureCoords_Stage0; +flat in int vTexIndex_Stage0; +in vec2 vIntTextureCoords_Stage0; +in vec4 vinColor_Stage0; +in vec2 vTransformedCoords_0_Stage0; +vec4 TextureEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; + return _output; +} +void main() { + vec4 outputCoverage_Stage0; + { + vec2 uv = vTextureCoords_Stage0; + vec4 texColor; + { + texColor = texture(uTextureSampler_0_Stage0, uv); + } + float distance = 7.96875 * (texColor.x - 0.50196081399917603); + float afwidth; + vec2 dist_grad = vec2(dFdx(distance), -dFdy(distance)); + float dg_len2 = dot(dist_grad, dist_grad); + if (dg_len2 < 9.9999997473787516e-05) { + dist_grad = vec2(0.70709997415542603, 0.70709997415542603); + } else { + dist_grad = dist_grad * inversesqrt(dg_len2); + } + vec2 Jdx = dFdx(vIntTextureCoords_Stage0); + vec2 Jdy = -dFdy(vIntTextureCoords_Stage0); + vec2 grad = vec2(dist_grad.x * Jdx.x + dist_grad.y * Jdy.x, dist_grad.x * Jdx.y + dist_grad.y * Jdy.y); + afwidth = 0.64999997615814209 * length(grad); + float val = smoothstep(-afwidth, afwidth, distance); + outputCoverage_Stage0 = vec4(val); + } + vec4 output_Stage1; + { + output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + { + sk_FragColor = output_Stage1 * outputCoverage_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform vec2 uAtlasDimensionsInv_Stage0; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +in vec4 inColor; +in uvec2 inTextureCoords; +out vec2 vTextureCoords_Stage0; +flat out int vTexIndex_Stage0; +out vec2 vIntTextureCoords_Stage0; +out vec4 vinColor_Stage0; +out vec2 vTransformedCoords_0_Stage0; +void main() { + 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; + vinColor_Stage0 = inColor; + vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0); + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z); + gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); +} + |