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Diffstat (limited to 'shaders/skia/4-574.shader_test')
-rw-r--r-- | shaders/skia/4-574.shader_test | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/shaders/skia/4-574.shader_test b/shaders/skia/4-574.shader_test new file mode 100644 index 0000000..d6eafcd --- /dev/null +++ b/shaders/skia/4-574.shader_test @@ -0,0 +1,76 @@ +[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 vec4 urectUniform_Stage1_c0_c0; +uniform vec4 urectUniform_Stage1_c1_c0; +uniform vec2 uDstTextureUpperLeft_Stage2; +uniform vec2 uDstTextureCoordScale_Stage2; +uniform sampler2D uDstTextureSampler_Stage2; +flat in vec4 vcolor_Stage0; +vec4 AARectEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + float alpha; + { + alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1_c0_c0.zw), vec4(urectUniform_Stage1_c0_c0.xy, gl_FragCoord.xy))) ? 1 : 0); + } + { + alpha = 1.0 - alpha; + } + _output = _input * alpha; + return _output; +} +vec4 AARectEffect_Stage1_c1_c0(vec4 _input) { + vec4 _output; + float alpha; + { + alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1_c1_c0.zw), vec4(urectUniform_Stage1_c1_c0.xy, gl_FragCoord.xy))) ? 1 : 0); + } + { + alpha = 1.0 - alpha; + } + _output = _input * alpha; + return _output; +} +vec4 blend_src(vec4 src, vec4 dst) { + return src; +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + output_Stage1 = AARectEffect_Stage1_c1_c0(AARectEffect_Stage1_c0_c0(vec4(1.0))); + } + { + if (all(lessThanEqual(output_Stage1.xyz, vec3(0.0)))) { + discard; + } + vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2; + _dstTexCoord.y = 1.0 - _dstTexCoord.y; + vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord); + sk_FragColor = blend_src(outputColor_Stage0, _dstColor); + sk_FragColor = output_Stage1 * sk_FragColor + (vec4(1.0) - output_Stage1) * _dstColor; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +in vec2 position; +in vec4 color; +flat out vec4 vcolor_Stage0; +void main() { + vcolor_Stage0 = color; + gl_Position = vec4(position.x, position.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); +} + |