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-rw-r--r--shaders/skia/4-488.shader_test68
1 files changed, 68 insertions, 0 deletions
diff --git a/shaders/skia/4-488.shader_test b/shaders/skia/4-488.shader_test
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index 0000000..8ed2fd6
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+++ b/shaders/skia/4-488.shader_test
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+[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);
+}
+