diff options
Diffstat (limited to 'shaders/skia/1090.shader_test')
-rw-r--r-- | shaders/skia/1090.shader_test | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/shaders/skia/1090.shader_test b/shaders/skia/1090.shader_test new file mode 100644 index 0000000..ef65873 --- /dev/null +++ b/shaders/skia/1090.shader_test @@ -0,0 +1,96 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +uniform vec2 uScale_Stage1; +uniform vec4 uTexDom_Stage1; +uniform vec3 uDecalParams_Stage1; +uniform float ucornerRadius_Stage2; +uniform vec4 uproxyRect_Stage2; +uniform float ublurRadius_Stage2; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vEllipseOffsets_Stage0; +noperspective in vec4 vEllipseRadii_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +void main() { + { + vec2 offset = vEllipseOffsets_Stage0; + offset *= vEllipseRadii_Stage0.xy; + float test = dot(offset, offset) - 1.0; + vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy; + float grad_dot = dot(grad, grad); + grad_dot = max(grad_dot, 1.1754999560161448e-38); + float invlen = inversesqrt(grad_dot); + float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0); + offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw; + test = dot(offset, offset) - 1.0; + grad = (2.0 * offset) * vEllipseRadii_Stage0.zw; + grad_dot = dot(grad, grad); + invlen = inversesqrt(grad_dot); + edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0); + } + { + vec4 dColor = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0); + vec2 cCoords = vTransformedCoords_1_Stage0 + uScale_Stage1 * (dColor.zy - vec2(0.5)); + { + vec2 origCoord = cCoords; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.z < 1.0) { + err = 0.0; + } + } + } + { + vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage2.xy; + float threshold = ucornerRadius_Stage2 + 2.0 * ublurRadius_Stage2; + vec2 middle = (uproxyRect_Stage2.zw - uproxyRect_Stage2.xy) - 2.0 * threshold; + if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) { + translatedFragPos.x = threshold; + } else if (translatedFragPos.x >= middle.x + threshold) { + translatedFragPos.x -= middle.x - 1.0; + } + if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) { + translatedFragPos.y = threshold; + } else if (translatedFragPos.y >= middle.y + threshold) { + translatedFragPos.y -= middle.y - 1.0; + } + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec2 inEllipseOffset; +in vec4 inEllipseRadii; +noperspective out vec2 vEllipseOffsets_Stage0; +noperspective out vec4 vEllipseRadii_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vEllipseOffsets_Stage0 = inEllipseOffset; + vEllipseRadii_Stage0 = inEllipseRadii; + vinColor_Stage0 = inColor; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy; + gl_Position = vec4(pos2.x, pos2.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); +} + |