diff options
Diffstat (limited to 'shaders/skia/940.shader_test')
-rw-r--r-- | shaders/skia/940.shader_test | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/shaders/skia/940.shader_test b/shaders/skia/940.shader_test new file mode 100644 index 0000000..d1c98ff --- /dev/null +++ b/shaders/skia/940.shader_test @@ -0,0 +1,97 @@ +[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 vec4 uinvRadiiLTRB_Stage1; +uniform vec4 uleftBorderColor_Stage3_c0_c0; +uniform vec4 urightBorderColor_Stage3_c0_c0; +uniform vec4 ustart_Stage3_c0_c0_c1_c0; +uniform vec4 uend_Stage3_c0_c0_c1_c0; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 RadialGradientLayout_Stage3_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = length(vTransformedCoords_0_Stage0); + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 SingleIntervalGradientColorizer_Stage3_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + _output = (1.0 - t) * ustart_Stage3_c0_c0_c1_c0 + t * uend_Stage3_c0_c0_c1_c0; + return _output; +} +vec4 ClampedGradientEffect_Stage3_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = RadialGradientLayout_Stage3_c0_c0_c0_c0(vec4(1.0)); + if (t.x < 0.0) { + _output = uleftBorderColor_Stage3_c0_c0; + } else if (t.x > 1.0) { + _output = urightBorderColor_Stage3_c0_c0; + } else { + _output = SingleIntervalGradientColorizer_Stage3_c0_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec4 blend_src_in(vec4 src, vec4 dst) { + return src * dst.w; +} +vec4 blend_dst_in(vec4 src, vec4 dst) { + return blend_src_in(dst, src); +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = uColor_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); + vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage1.xy, dxy1 * uinvRadiiLTRB_Stage1.zw), 0.0); + float implicit = dot(Z, dxy) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + grad_dot = max(grad_dot, 9.9999997473787516e-05); + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha = clamp(0.5 - approx_dist, 0.0, 1.0); + output_Stage1 = outputColor_Stage0 * alpha; + } + vec4 output_Stage2; + { + output_Stage2 = output_Stage1; + } + vec4 output_Stage3; + { + output_Stage3 = blend_dst_in(outputCoverage_Stage0, ClampedGradientEffect_Stage3_c0_c0(vec4(1.0))); + } + { + sk_FragColor = output_Stage2 * output_Stage3; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + 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); +} + |