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Diffstat (limited to 'shaders/skia/2050.shader_test')
-rw-r--r-- | shaders/skia/2050.shader_test | 79 |
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); +} + |