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Diffstat (limited to 'shaders/skia/4-488.shader_test')
-rw-r--r-- | shaders/skia/4-488.shader_test | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/shaders/skia/4-488.shader_test b/shaders/skia/4-488.shader_test new file mode 100644 index 0000000..8ed2fd6 --- /dev/null +++ b/shaders/skia/4-488.shader_test @@ -0,0 +1,68 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +noperspective in vec4 vinCircleEdge_Stage0; +noperspective in vec3 vinClipPlane_Stage0; +noperspective in vec3 vinIsectPlane_Stage0; +noperspective in vec3 vinUnionPlane_Stage0; +noperspective in vec4 vinColor_Stage0; +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + vec4 circleEdge; + circleEdge = vinCircleEdge_Stage0; + vec3 clipPlane; + clipPlane = vinClipPlane_Stage0; + vec3 isectPlane; + isectPlane = vinIsectPlane_Stage0; + vec3 unionPlane; + unionPlane = vinUnionPlane_Stage0; + outputColor_Stage0 = vinColor_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; + float clip = clamp(circleEdge.z * dot(circleEdge.xy, clipPlane.xy) + clipPlane.z, 0.0, 1.0); + clip *= clamp(circleEdge.z * dot(circleEdge.xy, isectPlane.xy) + isectPlane.z, 0.0, 1.0); + clip = clamp(clip + clamp(circleEdge.z * dot(circleEdge.xy, unionPlane.xy) + unionPlane.z, 0.0, 1.0), 0.0, 1.0); + edgeAlpha *= clip; + outputCoverage_Stage0 = vec4(edgeAlpha); + } + { + sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +in vec2 inPosition; +in vec4 inColor; +in vec4 inCircleEdge; +in vec3 inClipPlane; +in vec3 inIsectPlane; +in vec3 inUnionPlane; +noperspective out vec4 vinCircleEdge_Stage0; +noperspective out vec3 vinClipPlane_Stage0; +noperspective out vec3 vinIsectPlane_Stage0; +noperspective out vec3 vinUnionPlane_Stage0; +noperspective out vec4 vinColor_Stage0; +void main() { + vinCircleEdge_Stage0 = inCircleEdge; + vinClipPlane_Stage0 = inClipPlane; + vinIsectPlane_Stage0 = inIsectPlane; + vinUnionPlane_Stage0 = inUnionPlane; + vinColor_Stage0 = inColor; + vec2 pos2 = inPosition; + 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); +} + |