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-rw-r--r--shaders/skia/2050.shader_test79
1 files changed, 79 insertions, 0 deletions
diff --git a/shaders/skia/2050.shader_test b/shaders/skia/2050.shader_test
new file mode 100644
index 0000000..04640eb
--- /dev/null
+++ b/shaders/skia/2050.shader_test
@@ -0,0 +1,79 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec3 uedges_Stage1[4];
+uniform sampler2D uTextureSampler_0_Stage2;
+in vec2 vEllipseOffsets0_Stage0;
+in vec2 vEllipseOffsets1_Stage0;
+in vec4 vinColor_Stage0;
+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 output_Stage1;
+ {
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage1[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage1[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage1[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ alpha = 1.0 - alpha;
+ output_Stage1 = outputCoverage_Stage0 * alpha;
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = texture(uTextureSampler_0_Stage2, vTransformedCoords_0_Stage0) * output_Stage1;
+ }
+ {
+ sk_FragColor = 1.0 - output_Stage2;
+ }
+}
+
+[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;
+out vec2 vEllipseOffsets0_Stage0;
+out vec2 vEllipseOffsets1_Stage0;
+out vec4 vinColor_Stage0;
+out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vEllipseOffsets0_Stage0 = inEllipseOffsets0;
+ vEllipseOffsets1_Stage0 = inEllipseOffsets1;
+ vinColor_Stage0 = inColor;
+ vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+