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-rw-r--r--shaders/skia/1159.shader_test42
1 files changed, 42 insertions, 0 deletions
diff --git a/shaders/skia/1159.shader_test b/shaders/skia/1159.shader_test
new file mode 100644
index 0000000..4325474
--- /dev/null
+++ b/shaders/skia/1159.shader_test
@@ -0,0 +1,42 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uColor_Stage0;
+noperspective in vec3 vDashParams_Stage0;
+noperspective in vec4 vRectParams_Stage0;
+void main() {
+ {
+ float xShifted = vDashParams_Stage0.x - floor(vDashParams_Stage0.x / vDashParams_Stage0.z) * vDashParams_Stage0.z;
+ vec2 fragPosShifted = vec2(xShifted, vDashParams_Stage0.y);
+ float xSub, ySub;
+ xSub = min(fragPosShifted.x - vRectParams_Stage0.x, 0.0);
+ xSub += min(vRectParams_Stage0.z - fragPosShifted.x, 0.0);
+ ySub = min(fragPosShifted.y - vRectParams_Stage0.y, 0.0);
+ ySub += min(vRectParams_Stage0.w - fragPosShifted.y, 0.0);
+ }
+ {
+ sk_FragColor = vec4(0.0);
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 inPosition;
+in vec3 inDashParams;
+in vec4 inRect;
+noperspective out vec3 vDashParams_Stage0;
+noperspective out vec4 vRectParams_Stage0;
+void main() {
+ vDashParams_Stage0 = inDashParams;
+ vRectParams_Stage0 = inRect;
+ vec2 pos2 = inPosition;
+ 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);
+}
+