diff options
Diffstat (limited to 'shaders/skia/7-300.shader_test')
-rw-r--r-- | shaders/skia/7-300.shader_test | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/shaders/skia/7-300.shader_test b/shaders/skia/7-300.shader_test new file mode 100644 index 0000000..8f367ba --- /dev/null +++ b/shaders/skia/7-300.shader_test @@ -0,0 +1,59 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform float uDistanceAdjust_Stage0; +uniform sampler2D uTextureSampler_0_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTextureCoords_Stage0; +flat in int vTexIndex_Stage0; +noperspective in vec2 vIntTextureCoords_Stage0; +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vinColor_Stage0; + vec2 uv = vTextureCoords_Stage0; + vec4 texColor; + { + texColor = texture(uTextureSampler_0_Stage0, uv); + } + float distance = 7.96875 * (texColor.x - 0.50196081399917603); + distance -= uDistanceAdjust_Stage0; + float afwidth; + float st_grad_len = length(-dFdy(vIntTextureCoords_Stage0)); + afwidth = abs(0.64999997615814209 * st_grad_len); + float val = smoothstep(-afwidth, afwidth, distance); + outputCoverage_Stage0 = vec4(val); + } + { + sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform vec2 uAtlasDimensionsInv_Stage0; +in vec2 inPosition; +in vec4 inColor; +in uvec2 inTextureCoords; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTextureCoords_Stage0; +flat out int vTexIndex_Stage0; +noperspective out vec2 vIntTextureCoords_Stage0; +void main() { + vinColor_Stage0 = inColor; + ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y)); + vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2)); + vTextureCoords_Stage0 = unormTexCoords * uAtlasDimensionsInv_Stage0; + vTexIndex_Stage0 = 0; + vIntTextureCoords_Stage0 = unormTexCoords; + gl_Position = vec4(inPosition.x, inPosition.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); +} + |