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-rw-r--r--shaders/skia/16-150.shader_test61
1 files changed, 61 insertions, 0 deletions
diff --git a/shaders/skia/16-150.shader_test b/shaders/skia/16-150.shader_test
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+++ b/shaders/skia/16-150.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec4 urectUniform_Stage1;
+uniform vec4 ucircle_Stage2;
+flat in vec4 vcolor_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ float alpha;
+ {
+ float xSub, ySub;
+ xSub = min(gl_FragCoord.x - urectUniform_Stage1.x, 0.0);
+ xSub += min(urectUniform_Stage1.z - gl_FragCoord.x, 0.0);
+ ySub = min(gl_FragCoord.y - urectUniform_Stage1.y, 0.0);
+ ySub += min(urectUniform_Stage1.w - gl_FragCoord.y, 0.0);
+ alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
+ }
+ {
+ alpha = 1.0 - alpha;
+ }
+ output_Stage1 = vec4(alpha);
+ }
+ vec4 output_Stage2;
+ {
+ float d;
+ {
+ d = (1.0 - length((ucircle_Stage2.xy - gl_FragCoord.xy) * ucircle_Stage2.w)) * ucircle_Stage2.z;
+ }
+ {
+ output_Stage2 = output_Stage1 * clamp(d, 0.0, 1.0);
+ }
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 position;
+in vec4 color;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vcolor_Stage0 = color;
+ gl_Position = vec4(position.x, position.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);
+}
+