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-rw-r--r--shaders/skia/4-574.shader_test76
1 files changed, 76 insertions, 0 deletions
diff --git a/shaders/skia/4-574.shader_test b/shaders/skia/4-574.shader_test
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+++ 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);
+}
+