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-rw-r--r--shaders/skia/223-4.shader_test61
1 files changed, 61 insertions, 0 deletions
diff --git a/shaders/skia/223-4.shader_test b/shaders/skia/223-4.shader_test
new file mode 100644
index 0000000..b8ed253
--- /dev/null
+++ b/shaders/skia/223-4.shader_test
@@ -0,0 +1,61 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+uniform float uPixelSize_Stage1;
+uniform vec2 uRange_Stage1;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vEllipseOffsets_Stage0;
+noperspective in vec4 vEllipseRadii_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ vec2 offset = vEllipseOffsets_Stage0;
+ float test = dot(offset, offset) - 1.0;
+ vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
+ float grad_dot = 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;
+ {
+ output_Stage1 = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0;
+ coord.y -= uPixelSize_Stage1;
+ for (int i = 0;i < 3; i++) {
+ output_Stage1 = max(output_Stage1, texture(uTextureSampler_0_Stage1, coord));
+ coord.y += uPixelSize_Stage1;
+ }
+ output_Stage1 *= outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in vec2 inEllipseOffset;
+in vec4 inEllipseRadii;
+noperspective out vec2 vEllipseOffsets_Stage0;
+noperspective out vec4 vEllipseRadii_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vEllipseOffsets_Stage0 = inEllipseOffset;
+ vEllipseRadii_Stage0 = inEllipseRadii;
+ vinColor_Stage0 = inColor;
+ vec2 pos2 = inPosition;
+ 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);
+}
+