diff options
Diffstat (limited to 'shaders/skia/445-3.shader_test')
-rw-r--r-- | shaders/skia/445-3.shader_test | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/shaders/skia/445-3.shader_test b/shaders/skia/445-3.shader_test new file mode 100644 index 0000000..95b685f --- /dev/null +++ b/shaders/skia/445-3.shader_test @@ -0,0 +1,58 @@ +[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 float ucornerRadius_Stage2; +uniform vec4 uproxyRect_Stage2; +uniform float ublurRadius_Stage2; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage2.xy; + float threshold = ucornerRadius_Stage2 + 2.0 * ublurRadius_Stage2; + vec2 middle = (uproxyRect_Stage2.zw - uproxyRect_Stage2.xy) - 2.0 * threshold; + if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) { + translatedFragPos.x = threshold; + } else if (translatedFragPos.x >= middle.x + threshold) { + translatedFragPos.x -= middle.x - 1.0; + } + if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) { + translatedFragPos.y = threshold; + } else if (translatedFragPos.y >= middle.y + threshold) { + translatedFragPos.y -= middle.y - 1.0; + } + vec2 proxyDims = vec2(2.0 * threshold + 1.0); + vec2 texCoord = translatedFragPos / proxyDims; + output_Stage2 = output_Stage1 * texture(uTextureSampler_0_Stage2, texCoord); + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + 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); +} + |