diff options
Diffstat (limited to 'shaders/skia/79-35.shader_test')
-rw-r--r-- | shaders/skia/79-35.shader_test | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/shaders/skia/79-35.shader_test b/shaders/skia/79-35.shader_test new file mode 100644 index 0000000..36c4691 --- /dev/null +++ b/shaders/skia/79-35.shader_test @@ -0,0 +1,89 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +#extension GL_KHR_blend_equation_advanced : require +#extension GL_ARB_fragment_coord_conventions : require +layout(origin_upper_left) in vec4 gl_FragCoord; +out vec4 sk_FragColor; +layout (blend_support_all_equations) out ; +uniform vec4 urectUniform_Stage1; +uniform float uPixelSize_Stage2; +uniform vec2 uRange_Stage2; +uniform vec4 urectUniform_Stage3; +uniform sampler2D uTextureSampler_0_Stage2; +in vec4 vcolor_Stage0; +in vec2 vTransformedCoords_0_Stage0; +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + float alpha; + { + float xSub, ySub; + xSub = min(gl_FragCoord.x - urectUniform_Stage1.x, 0.0); + xSub += min(urectUniform_Stage1.z - gl_FragCoord.x, 0.0); + ySub = min(gl_FragCoord.y - urectUniform_Stage1.y, 0.0); + ySub += min(urectUniform_Stage1.w - gl_FragCoord.y, 0.0); + alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); + } + { + alpha = 1.0 - alpha; + } + output_Stage1 = outputColor_Stage0 * alpha; + } + vec4 output_Stage2; + { + output_Stage2 = vec4(1.0, 1.0, 1.0, 1.0); + vec2 coord = vTransformedCoords_0_Stage0; + coord.y -= 3.0 * uPixelSize_Stage2; + for (int i = 0;i < 7; i++) { + output_Stage2 = min(output_Stage2, texture(uTextureSampler_0_Stage2, coord)); + coord.y += uPixelSize_Stage2; + } + } + vec4 output_Stage3; + { + float alpha; + { + float xSub, ySub; + xSub = min(gl_FragCoord.x - urectUniform_Stage3.x, 0.0); + xSub += min(urectUniform_Stage3.z - gl_FragCoord.x, 0.0); + ySub = min(gl_FragCoord.y - urectUniform_Stage3.y, 0.0); + ySub += min(urectUniform_Stage3.w - gl_FragCoord.y, 0.0); + alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); + } + output_Stage3 = output_Stage2 * alpha; + } + { + sk_FragColor = output_Stage3 * output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec4 inColor; +out vec4 vcolor_Stage0; +out vec2 vTransformedCoords_0_Stage0; +void main() { + vec4 color = inColor; + color = color.zyxw; + color = vec4(color.xyz * color.w, color.w); + vcolor_Stage0 = color; + vec3 pos3 = uViewM_Stage0 * vec3(position, 1.0); + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(position, 1.0)).xy; + gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z); + gl_PointSize = 1.0; + gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); +} + |