diff options
Diffstat (limited to 'shaders/skia/1621.shader_test')
-rw-r--r-- | shaders/skia/1621.shader_test | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/shaders/skia/1621.shader_test b/shaders/skia/1621.shader_test new file mode 100644 index 0000000..7b41ed1 --- /dev/null +++ b/shaders/skia/1621.shader_test @@ -0,0 +1,93 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uColor_Stage0; +uniform float ucornerRadius_Stage1; +uniform vec4 uproxyRect_Stage1; +uniform float ublurRadius_Stage1; +uniform vec4 urectUniform_Stage2; +uniform vec4 ucolor_Stage3; +uniform vec4 uboundsUniform_Stage4; +uniform float uxInvZoom_Stage4; +uniform float uyInvZoom_Stage4; +uniform float uxInvInset_Stage4; +uniform float uyInvInset_Stage4; +uniform vec2 uoffset_Stage4; +uniform vec4 uinnerRect_Stage5; +uniform vec2 uinvRadiiXY_Stage5; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage4; +noperspective in vec2 vTransformedCoords_0_Stage0; +void main() { + { + vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage1.xy; + float threshold = ucornerRadius_Stage1 + 2.0 * ublurRadius_Stage1; + vec2 middle = (uproxyRect_Stage1.zw - uproxyRect_Stage1.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; + } + } + vec4 output_Stage4; + { + vec2 coord = vTransformedCoords_0_Stage0; + vec2 zoom_coord = uoffset_Stage4 + coord * vec2(uxInvZoom_Stage4, uyInvZoom_Stage4); + vec2 delta = (coord - uboundsUniform_Stage4.xy) * uboundsUniform_Stage4.zw; + delta = min(delta, vec2(1.0, 1.0) - delta); + delta *= vec2(uxInvInset_Stage4, uyInvInset_Stage4); + float weight = 0.0; + if (delta.x < 2.0 && delta.y < 2.0) { + delta = vec2(2.0, 2.0) - delta; + float dist = length(delta); + dist = max(2.0 - dist, 0.0); + weight = min(dist * dist, 1.0); + } else { + vec2 delta_squared = delta * delta; + weight = min(min(delta_squared.x, delta_squared.y), 1.0); + } + output_Stage4 = texture(uTextureSampler_0_Stage4, mix(coord, zoom_coord, weight)); + } + vec4 output_Stage5; + { + vec2 dxy0 = uinnerRect_Stage5.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage5.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + vec2 Z = dxy * uinvRadiiXY_Stage5; + float implicit = dot(Z, dxy) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + grad_dot = max(grad_dot, 9.9999997473787516e-05); + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha = clamp(0.5 + approx_dist, 0.0, 1.0); + output_Stage5 = output_Stage4 * alpha; + } + { + sk_FragColor = output_Stage5; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec2 inLocalCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vec2 pos2 = position; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy; + gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0); + gl_PointSize = 1.0; + gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); +} + |