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-rw-r--r--shaders/skia/658-2.shader_test42
1 files changed, 42 insertions, 0 deletions
diff --git a/shaders/skia/658-2.shader_test b/shaders/skia/658-2.shader_test
new file mode 100644
index 0000000..6b2d0e9
--- /dev/null
+++ b/shaders/skia/658-2.shader_test
@@ -0,0 +1,42 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uColor_Stage0;
+uniform float uCoverage_Stage0;
+uniform vec4 uinnerRect_Stage1;
+uniform vec2 uradiusPlusHalf_Stage1;
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ outputCoverage_Stage0 = vec4(uCoverage_Stage0);
+ }
+ vec4 output_Stage1;
+ {
+ vec2 dxy0 = uinnerRect_Stage1.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ float alpha = clamp(uradiusPlusHalf_Stage1.x - length(dxy), 0.0, 1.0);
+ alpha = 1.0 - alpha;
+ output_Stage1 = outputCoverage_Stage0 * alpha;
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+in vec2 inPosition;
+void main() {
+ vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
+ gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+