diff options
Diffstat (limited to 'shaders/skia/2095.shader_test')
-rw-r--r-- | shaders/skia/2095.shader_test | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/shaders/skia/2095.shader_test b/shaders/skia/2095.shader_test new file mode 100644 index 0000000..7305636 --- /dev/null +++ b/shaders/skia/2095.shader_test @@ -0,0 +1,52 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform float uinnerThreshold_Stage1; +uniform float uouterThreshold_Stage1; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +flat in vec4 vcolor_Stage0; +void main() { + vec4 output_Stage1; + { + vec4 color = vec4(1.0); + vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + if (mask_color.w < 0.5) { + if (1.0 > uouterThreshold_Stage1) { + float scale = uouterThreshold_Stage1; + color.xyz *= scale; + color.w = uouterThreshold_Stage1; + } + } else if (1.0 < uinnerThreshold_Stage1) { + float scale = uinnerThreshold_Stage1 / max(0.0010000000474974513, 1.0); + color.xyz *= scale; + color.w = uinnerThreshold_Stage1; + } + output_Stage1 = color; + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + vcolor_Stage0 = color; + gl_Position = vec4(position.x, position.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); +} + |