diff options
Diffstat (limited to 'shaders/skia/58-10.shader_test')
-rw-r--r-- | shaders/skia/58-10.shader_test | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/shaders/skia/58-10.shader_test b/shaders/skia/58-10.shader_test new file mode 100644 index 0000000..04d1ab5 --- /dev/null +++ b/shaders/skia/58-10.shader_test @@ -0,0 +1,55 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec4 vinCircleEdge_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 TextureEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; + return _output; +} +void main() { + vec4 outputCoverage_Stage0; + { + vec4 circleEdge; + circleEdge = vinCircleEdge_Stage0; + float d = length(circleEdge.xy); + float distanceToOuterEdge = circleEdge.z * (1.0 - d); + float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + { + sk_FragColor = output_Stage1 * outputCoverage_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec4 inCircleEdge; +noperspective out vec4 vinCircleEdge_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vinCircleEdge_Stage0 = inCircleEdge; + vinColor_Stage0 = inColor; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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); +} + |