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-rw-r--r--shaders/skia/2095.shader_test52
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);
+}
+