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-rw-r--r--shaders/skia/130-4.shader_test62
1 files changed, 62 insertions, 0 deletions
diff --git a/shaders/skia/130-4.shader_test b/shaders/skia/130-4.shader_test
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+++ b/shaders/skia/130-4.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+flat in vec4 vcolor_Stage0;
+in vec2 varccoord_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ outputCoverage_Stage0 = vec4(1.0);
+ if (vec2(0.0) != varccoord_Stage0) {
+ float fn = dot(varccoord_Stage0, varccoord_Stage0) - 1.0;
+ if (fn > 0.0) {
+ outputCoverage_Stage0 = vec4(0.0);
+ }
+ }
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec4 radii_selector;
+in vec4 corner_and_radius_outsets;
+in vec3 persp_x;
+in vec3 persp_y;
+in vec3 persp_z;
+in vec4 radii_x;
+in vec4 radii_y;
+in vec4 color;
+flat out vec4 vcolor_Stage0;
+out vec2 varccoord_Stage0;
+void main() {
+ vcolor_Stage0 = color;
+ vec2 corner = corner_and_radius_outsets.xy;
+ vec2 radius_outset = corner_and_radius_outsets.zw;
+ vec2 radii;
+ radii.x = dot(radii_selector, radii_x);
+ radii.y = dot(radii_selector, radii_y);
+ bool is_arc_section = radii.x > 0.0;
+ radii = abs(radii);
+ vec2 vertexpos = corner + radius_outset * radii;
+ mat3 persp_matrix = mat3(persp_x, persp_y, persp_z);
+ vec3 devcoord = vec3(vertexpos, 1.0) * persp_matrix;
+ if (is_arc_section) {
+ varccoord_Stage0.xy = 1.0 - abs(radius_outset);
+ } else {
+ varccoord_Stage0 = vec2(0.0);
+ }
+ gl_Position = vec4(devcoord.x, devcoord.y, 0.0, devcoord.z);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+