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-rw-r--r--shaders/skia/82-9.shader_test44
1 files changed, 44 insertions, 0 deletions
diff --git a/shaders/skia/82-9.shader_test b/shaders/skia/82-9.shader_test
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index 0000000..5a2cd51
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+++ b/shaders/skia/82-9.shader_test
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+[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 uinnerRect_Stage1;
+uniform vec2 uradiusPlusHalf_Stage1;
+flat in vec4 vcolor_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ vec2 dxy = max(gl_FragCoord.xy - uinnerRect_Stage1.zw, 0.0);
+ float leftAlpha = clamp(gl_FragCoord.x - uinnerRect_Stage1.x, 0.0, 1.0);
+ float topAlpha = clamp(gl_FragCoord.y - uinnerRect_Stage1.y, 0.0, 1.0);
+ float alpha = (topAlpha * leftAlpha) * clamp(uradiusPlusHalf_Stage1.x - length(dxy), 0.0, 1.0);
+ alpha = 1.0 - alpha;
+ output_Stage1 = vec4(alpha);
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 position;
+in vec4 color;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vcolor_Stage0 = color;
+ 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);
+}
+