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Diffstat (limited to 'shaders/skia/571-4.shader_test')
-rw-r--r-- | shaders/skia/571-4.shader_test | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/shaders/skia/571-4.shader_test b/shaders/skia/571-4.shader_test new file mode 100644 index 0000000..c5b8d3e --- /dev/null +++ b/shaders/skia/571-4.shader_test @@ -0,0 +1,61 @@ +[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_c0_c0; +uniform float uinvSixSigma_Stage2_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 RectBlurEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + float xCoverage, yCoverage; + { + float x, y; + { + x = max(urectH_Stage2_c0_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage2_c0_c0.z); + y = max(urectH_Stage2_c0_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage2_c0_c0.w); + } + xCoverage = texture(uTextureSampler_0_Stage2, vec2(x * uinvSixSigma_Stage2_c0_c0, 0.5)).w; + yCoverage = texture(uTextureSampler_0_Stage2, vec2(y * uinvSixSigma_Stage2_c0_c0, 0.5)).w; + _output = (_input * xCoverage) * yCoverage; + } + _output = (_input * xCoverage) * yCoverage; + return _output; +} +vec4 blend_src_over(vec4 src, vec4 dst) { + return src + (1.0 - src.w) * dst; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + output_Stage2 = blend_src_over(output_Stage1, RectBlurEffect_Stage2_c0_c0(vec4(1.0))); + } + { + 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); +} + |