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-rw-r--r--shaders/skia/4-169.shader_test55
1 files changed, 55 insertions, 0 deletions
diff --git a/shaders/skia/4-169.shader_test b/shaders/skia/4-169.shader_test
new file mode 100644
index 0000000..fa89e21
--- /dev/null
+++ b/shaders/skia/4-169.shader_test
@@ -0,0 +1,55 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform sampler2D uTextureSampler_0_Stage0;
+in vec2 vlocalCoord_Stage0;
+in float vcoverage_Stage0;
+flat in vec4 vgeomDomain_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vec4(1.0);
+ vec2 texCoord;
+ texCoord = vlocalCoord_Stage0;
+ outputColor_Stage0 = texture(uTextureSampler_0_Stage0, texCoord);
+ float coverage = vcoverage_Stage0 * gl_FragCoord.w;
+ vec4 geoDomain;
+ geoDomain = vgeomDomain_Stage0;
+ if (coverage < 0.5) {
+ vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
+ vec2 dists2 = dists4.xy * dists4.zw;
+ coverage = min(coverage, dists2.x * dists2.y);
+ }
+ outputCoverage_Stage0 = vec4(coverage);
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec4 positionWithCoverage;
+in vec2 localCoord;
+in vec4 geomDomain;
+out vec2 vlocalCoord_Stage0;
+out float vcoverage_Stage0;
+flat out vec4 vgeomDomain_Stage0;
+void main() {
+ vec3 position = positionWithCoverage.xyz;
+ vlocalCoord_Stage0 = localCoord;
+ vcoverage_Stage0 = positionWithCoverage.w * positionWithCoverage.z;
+ vgeomDomain_Stage0 = geomDomain;
+ gl_Position = vec4(position.x, position.y, 0.0, position.z);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+