diff options
Diffstat (limited to 'shaders/skia/529-2.shader_test')
-rw-r--r-- | shaders/skia/529-2.shader_test | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/shaders/skia/529-2.shader_test b/shaders/skia/529-2.shader_test new file mode 100644 index 0000000..3706b42 --- /dev/null +++ b/shaders/skia/529-2.shader_test @@ -0,0 +1,82 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +uniform mat4 um_Stage1_c0_c0; +uniform vec4 uv_Stage1_c0_c0; +uniform vec4 ucircle_Stage1_c1_c0; +noperspective in vec2 vEllipseOffsets0_Stage0; +noperspective in vec2 vEllipseOffsets1_Stage0; +noperspective in vec4 vinColor_Stage0; +vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + { + float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05); + inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w); + } + _output = um_Stage1_c0_c0 * inputColor + uv_Stage1_c0_c0; + { + _output.w = clamp(_output.w, 0.0, 1.0); + } + return _output; +} +vec4 CircleEffect_Stage1_c1_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (length((ucircle_Stage1_c1_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c1_c0.w) - 1.0) * ucircle_Stage1_c1_c0.z; + } + { + _output = _input * clamp(d, 0.0, 1.0); + } + return _output; +} +vec4 blend_multiply(vec4 src, vec4 dst) { + return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w); +} +void main() { + vec4 outputCoverage_Stage0; + { + vec2 scaledOffset = vEllipseOffsets0_Stage0; + float test = dot(scaledOffset, scaledOffset) - 1.0; + vec2 duvdx = dFdx(vEllipseOffsets0_Stage0); + vec2 duvdy = dFdy(vEllipseOffsets0_Stage0); + vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y); + float grad_dot = 4.0 * dot(grad, grad); + grad_dot = max(grad_dot, 1.1754999560161448e-38); + float invlen = inversesqrt(grad_dot); + float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0); + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputCoverage_Stage0.xyz, 1.0); + output_Stage1 = blend_multiply(ColorMatrixFragmentProcessor_Stage1_c0_c0(inputColor), CircleEffect_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputCoverage_Stage0.w; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec2 inEllipseOffsets0; +in vec2 inEllipseOffsets1; +noperspective out vec2 vEllipseOffsets0_Stage0; +noperspective out vec2 vEllipseOffsets1_Stage0; +noperspective out vec4 vinColor_Stage0; +void main() { + vEllipseOffsets0_Stage0 = inEllipseOffsets0; + vEllipseOffsets1_Stage0 = inEllipseOffsets1; + vinColor_Stage0 = inColor; + vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy; + 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); +} + |