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-rw-r--r--shaders/skia/4-623.shader_test51
1 files changed, 51 insertions, 0 deletions
diff --git a/shaders/skia/4-623.shader_test b/shaders/skia/4-623.shader_test
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index 0000000..6105284
--- /dev/null
+++ b/shaders/skia/4-623.shader_test
@@ -0,0 +1,51 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform sampler2D uTextureSampler_0_Stage0;
+noperspective in vec2 vlocalCoord_Stage0;
+flat in vec4 vtexDomain_Stage0;
+noperspective in float vcoverage_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vec4(1.0);
+ vec2 texCoord;
+ texCoord = vlocalCoord_Stage0;
+ vec4 domain;
+ domain = vtexDomain_Stage0;
+ texCoord = clamp(texCoord, domain.xy, domain.zw);
+ outputColor_Stage0 = texture(uTextureSampler_0_Stage0, texCoord);
+ outputColor_Stage0 = clamp(outputColor_Stage0, 0.0, 1.0);
+ float coverage = vcoverage_Stage0;
+ outputCoverage_Stage0 = vec4(coverage);
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 position;
+in float coverage;
+in vec2 localCoord;
+in vec4 texDomain;
+noperspective out vec2 vlocalCoord_Stage0;
+flat out vec4 vtexDomain_Stage0;
+noperspective out float vcoverage_Stage0;
+void main() {
+ vec2 position = position;
+ vlocalCoord_Stage0 = localCoord;
+ vtexDomain_Stage0 = texDomain;
+ vcoverage_Stage0 = coverage;
+ 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);
+}
+