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Diffstat (limited to 'shaders/skia/895.shader_test')
-rw-r--r-- | shaders/skia/895.shader_test | 120 |
1 files changed, 120 insertions, 0 deletions
diff --git a/shaders/skia/895.shader_test b/shaders/skia/895.shader_test new file mode 100644 index 0000000..44f115c --- /dev/null +++ b/shaders/skia/895.shader_test @@ -0,0 +1,120 @@ +[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 urectUniform_Stage2; +uniform vec4 ucolor_Stage3; +uniform vec4 uinnerRect_Stage4; +uniform vec2 uradiusPlusHalf_Stage4; +uniform vec4 urectH_Stage5; +uniform float uinvSixSigma_Stage5; +uniform sampler2D uTextureSampler_0_Stage5; +noperspective in vec2 vEllipseOffsets0_Stage0; +noperspective in vec2 vEllipseOffsets1_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +void main() { + vec4 outputCoverage_Stage0; + { + vec2 scaledOffset = vEllipseOffsets0_Stage0; + float test = dot(scaledOffset, scaledOffset) - 1.0; + vec2 duvdx = dFdx(vEllipseOffsets0_Stage0); + vec2 duvdy = -dFdy(vEllipseOffsets0_Stage0); + vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y); + float grad_dot = 4.0 * dot(grad, grad); + grad_dot = max(grad_dot, 1.1754999560161448e-38); + float invlen = inversesqrt(grad_dot); + float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0); + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + output_Stage1 = outputCoverage_Stage0; + float value; + { + uint x = uint(vTransformedCoords_0_Stage0.x); + uint y = uint(vTransformedCoords_0_Stage0.y); + uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u; + value = float(m) / 64.0 - 0.4921875; + } + output_Stage1 = vec4(clamp(output_Stage1.xyz + value * 0.01587301678955555, 0.0, output_Stage1.w), output_Stage1.w); + } + vec4 output_Stage2; + { + float alpha; + { + float xSub, ySub; + xSub = min(gl_FragCoord.x - urectUniform_Stage2.x, 0.0); + xSub += min(urectUniform_Stage2.z - gl_FragCoord.x, 0.0); + ySub = min(gl_FragCoord.y - urectUniform_Stage2.y, 0.0); + ySub += min(urectUniform_Stage2.w - gl_FragCoord.y, 0.0); + alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); + } + { + alpha = 1.0 - alpha; + } + output_Stage2 = output_Stage1 * alpha; + } + vec4 output_Stage3; + { + { + output_Stage3 = output_Stage2 * ucolor_Stage3; + } + } + vec4 output_Stage4; + { + vec2 dxy0 = uinnerRect_Stage4.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage4.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + float alpha = clamp(uradiusPlusHalf_Stage4.x - length(dxy), 0.0, 1.0); + output_Stage4 = output_Stage3 * alpha; + } + vec4 output_Stage5; + { + float xCoverage, yCoverage; + { + float x, y; + { + x = max(urectH_Stage5.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage5.z); + y = max(urectH_Stage5.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage5.w); + } + xCoverage = texture(uTextureSampler_0_Stage5, vec2(x * uinvSixSigma_Stage5, 0.5)).w; + yCoverage = texture(uTextureSampler_0_Stage5, vec2(y * uinvSixSigma_Stage5, 0.5)).w; + output_Stage5 = (output_Stage4 * xCoverage) * yCoverage; + } + output_Stage5 = (output_Stage4 * xCoverage) * yCoverage; + } + { + sk_FragColor = output_Stage5; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec2 inEllipseOffsets0; +in vec2 inEllipseOffsets1; +noperspective out vec2 vEllipseOffsets0_Stage0; +noperspective out vec2 vEllipseOffsets1_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vEllipseOffsets0_Stage0 = inEllipseOffsets0; + vEllipseOffsets1_Stage0 = inEllipseOffsets1; + vinColor_Stage0 = inColor; + vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy; + 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); +} + |