diff options
Diffstat (limited to 'shaders/skia/250-3.shader_test')
-rw-r--r-- | shaders/skia/250-3.shader_test | 146 |
1 files changed, 146 insertions, 0 deletions
diff --git a/shaders/skia/250-3.shader_test b/shaders/skia/250-3.shader_test new file mode 100644 index 0000000..34dff02 --- /dev/null +++ b/shaders/skia/250-3.shader_test @@ -0,0 +1,146 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +uniform vec2 uImageIncrement_Stage1; +uniform vec4 uKernel_Stage1[6]; +uniform float uinnerThreshold_Stage2; +uniform float uouterThreshold_Stage2; +uniform vec4 ucolor_Stage3; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec4 vinCircleEdge_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +void main() { + vec4 outputCoverage_Stage0; + { + vec4 circleEdge; + circleEdge = vinCircleEdge_Stage0; + float d = length(circleEdge.xy); + float distanceToOuterEdge = circleEdge.z * (1.0 - d); + float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); + float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w); + float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0); + edgeAlpha *= innerAlpha; + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + output_Stage1 = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_0_Stage0 - 11.0 * uImageIncrement_Stage1; + vec2 coordSampled = vec2(0.0, 0.0); + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].z; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].w; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].z; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].w; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].z; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].w; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].z; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].w; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].z; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].w; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[5].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[5].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[5].z; + coord += uImageIncrement_Stage1; + output_Stage1 *= outputCoverage_Stage0; + } + { + vec4 color = output_Stage1; + vec4 mask_color = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0); + if (mask_color.w < 0.5) { + if (color.w > uouterThreshold_Stage2) { + float scale = uouterThreshold_Stage2 / color.w; + color.xyz *= scale; + color.w = uouterThreshold_Stage2; + } + } else if (color.w < uinnerThreshold_Stage2) { + float scale = uinnerThreshold_Stage2 / max(0.0010000000474974513, color.w); + color.xyz *= scale; + color.w = uinnerThreshold_Stage2; + } + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec4 inCircleEdge; +noperspective out vec4 vinCircleEdge_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vinCircleEdge_Stage0 = inCircleEdge; + vinColor_Stage0 = inColor; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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); +} + |