diff options
Diffstat (limited to 'shaders/skia/223-4.shader_test')
-rw-r--r-- | shaders/skia/223-4.shader_test | 61 |
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); +} + |