summaryrefslogtreecommitdiff
path: root/shaders/skia/1792.shader_test
diff options
context:
space:
mode:
Diffstat (limited to 'shaders/skia/1792.shader_test')
-rw-r--r--shaders/skia/1792.shader_test78
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);
+}
+