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Diffstat (limited to 'shaders/skia/1792.shader_test')
-rw-r--r-- | shaders/skia/1792.shader_test | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/shaders/skia/1792.shader_test b/shaders/skia/1792.shader_test new file mode 100644 index 0000000..71beadd --- /dev/null +++ b/shaders/skia/1792.shader_test @@ -0,0 +1,78 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +uniform float uinnerThreshold_Stage1; +uniform float uouterThreshold_Stage1; +uniform vec4 urectUniform_Stage2; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vEllipseOffsets0_Stage0; +noperspective in vec2 vEllipseOffsets1_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +void main() { + vec4 outputCoverage_Stage0; + { + vec2 scaledOffset = vEllipseOffsets0_Stage0; + float test = dot(scaledOffset, scaledOffset) - 1.0; + vec2 duvdx = dFdx(vEllipseOffsets0_Stage0); + vec2 duvdy = dFdy(vEllipseOffsets0_Stage0); + vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y); + float grad_dot = 4.0 * 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); + outputCoverage_Stage0 = vec4(edgeAlpha); + } + { + vec4 color = outputCoverage_Stage0; + vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + if (mask_color.w < 0.5) { + if (color.w > uouterThreshold_Stage1) { + float scale = uouterThreshold_Stage1 / color.w; + color.xyz *= scale; + color.w = uouterThreshold_Stage1; + } + } else if (color.w < uinnerThreshold_Stage1) { + float scale = uinnerThreshold_Stage1 / max(0.0010000000474974513, color.w); + color.xyz *= scale; + color.w = uinnerThreshold_Stage1; + } + } + { + float alpha; + { + alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage2.zw), vec4(urectUniform_Stage2.xy, gl_FragCoord.xy))) ? 1 : 0); + } + { + alpha = 1.0 - alpha; + } + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec2 inEllipseOffsets0; +in vec2 inEllipseOffsets1; +noperspective out vec2 vEllipseOffsets0_Stage0; +noperspective out vec2 vEllipseOffsets1_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vEllipseOffsets0_Stage0 = inEllipseOffsets0; + vEllipseOffsets1_Stage0 = inEllipseOffsets1; + vinColor_Stage0 = inColor; + vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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); +} + |