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path: root/shaders/skia/2467.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
uniform float uinnerThreshold_Stage1_c0_c0;
uniform float uouterThreshold_Stage1_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 AlphaThresholdFragmentProcessor_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 color = _input;
    vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
    if (mask_color.w < 0.5) {
        if (color.w > uouterThreshold_Stage1_c0_c0) {
            float scale = uouterThreshold_Stage1_c0_c0 / color.w;
            color.xyz *= scale;
            color.w = uouterThreshold_Stage1_c0_c0;
        }
    } else if (color.w < uinnerThreshold_Stage1_c0_c0) {
        float scale = uinnerThreshold_Stage1_c0_c0 / max(0.0010000000474974513, color.w);
        color.xyz *= scale;
        color.w = uinnerThreshold_Stage1_c0_c0;
    }
    _output = color;
    return _output;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = AlphaThresholdFragmentProcessor_Stage1_c0_c0(vec4(1.0));
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec2 inLocalCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 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);
}