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-rw-r--r--shaders/skia/40-79.shader_test68
1 files changed, 68 insertions, 0 deletions
diff --git a/shaders/skia/40-79.shader_test b/shaders/skia/40-79.shader_test
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+++ b/shaders/skia/40-79.shader_test
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+[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 urectH_Stage2;
+uniform float uinvSixSigma_Stage2;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_0_Stage2;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+flat in vec4 vcolor_Stage0;
+vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
+ return _output;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0));
+ output_Stage1.xyz *= outputColor_Stage0.xyz;
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ vec4 output_Stage2;
+ {
+ float xCoverage, yCoverage;
+ {
+ float x, y;
+ {
+ x = max(urectH_Stage2.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage2.z);
+ y = max(urectH_Stage2.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage2.w);
+ }
+ xCoverage = texture(uTextureSampler_0_Stage2, vec2(x * uinvSixSigma_Stage2, 0.5)).w;
+ yCoverage = texture(uTextureSampler_0_Stage2, vec2(y * uinvSixSigma_Stage2, 0.5)).w;
+ output_Stage2 = vec4(xCoverage) * yCoverage;
+ }
+ output_Stage2 = vec4(xCoverage) * yCoverage;
+ }
+ {
+ sk_FragColor = output_Stage1 * output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec4 color;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ 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);
+}
+