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Diffstat (limited to 'shaders/skia/46-68.shader_test')
-rw-r--r-- | shaders/skia/46-68.shader_test | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/shaders/skia/46-68.shader_test b/shaders/skia/46-68.shader_test new file mode 100644 index 0000000..1c11186 --- /dev/null +++ b/shaders/skia/46-68.shader_test @@ -0,0 +1,63 @@ +[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 vec2 uDstTextureUpperLeft_Stage1; +uniform vec2 uDstTextureCoordScale_Stage1; +uniform sampler2D uDstTextureSampler_Stage1; +noperspective in vec4 vQuadEdge_Stage0; +noperspective in vec4 vinColor_Stage0; +vec4 blend_src_in(vec4 src, vec4 dst) { + return src * dst.w; +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vinColor_Stage0; + float edgeAlpha; + vec2 duvdx = dFdx(vQuadEdge_Stage0.xy); + vec2 duvdy = -dFdy(vQuadEdge_Stage0.xy); + if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) { + edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0); + } else { + vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y); + edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y; + edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0); + } + outputCoverage_Stage0 = vec4(edgeAlpha); + } + { + if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) { + discard; + } + vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage1) * uDstTextureCoordScale_Stage1; + _dstTexCoord.y = 1.0 - _dstTexCoord.y; + vec4 _dstColor = texture(uDstTextureSampler_Stage1, _dstTexCoord); + sk_FragColor = blend_src_in(outputColor_Stage0, _dstColor); + sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +in vec2 inPosition; +in vec4 inColor; +in vec4 inQuadEdge; +noperspective out vec4 vQuadEdge_Stage0; +noperspective out vec4 vinColor_Stage0; +void main() { + vQuadEdge_Stage0 = inQuadEdge; + vinColor_Stage0 = inColor; + vec2 pos2 = inPosition; + gl_Position = vec4(pos2.x, pos2.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); +} + |