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authorRob Clark <robdclark@chromium.org>2020-04-09 08:18:24 -0700
committerRob Clark <robdclark@chromium.org>2020-04-09 08:21:42 -0700
commit31b22da39e37e3471497475b0f70cb7911a14f10 (patch)
treead9af436a448f8b04008d69991b1e90416681773 /shaders/skia/10-42.shader_test
parent7d3768722419076cb935399ff580ad0b99dfdb2c (diff)
shaders: add skia shaders
Add shaders extracted from skia's unit tests[1] [1] https://skia.org/dev/testing/testing
Diffstat (limited to 'shaders/skia/10-42.shader_test')
-rw-r--r--shaders/skia/10-42.shader_test53
1 files changed, 53 insertions, 0 deletions
diff --git a/shaders/skia/10-42.shader_test b/shaders/skia/10-42.shader_test
new file mode 100644
index 0000000..8804ee4
--- /dev/null
+++ b/shaders/skia/10-42.shader_test
@@ -0,0 +1,53 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uColor_Stage0;
+noperspective in vec4 vConicCoeffs_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ float edgeAlpha;
+ vec3 dklmdx;
+ vec3 dklmdy;
+ float dfdx;
+ float dfdy;
+ vec2 gF;
+ float gFM;
+ float func;
+ dklmdx = dFdx(vConicCoeffs_Stage0.xyz);
+ dklmdy = -dFdy(vConicCoeffs_Stage0.xyz);
+ dfdx = ((2.0 * vConicCoeffs_Stage0.x) * dklmdx.x - vConicCoeffs_Stage0.y * dklmdx.z) - vConicCoeffs_Stage0.z * dklmdx.y;
+ dfdy = ((2.0 * vConicCoeffs_Stage0.x) * dklmdy.x - vConicCoeffs_Stage0.y * dklmdy.z) - vConicCoeffs_Stage0.z * dklmdy.y;
+ gF = vec2(dfdx, dfdy);
+ gFM = sqrt(dot(gF, gF));
+ func = vConicCoeffs_Stage0.x * vConicCoeffs_Stage0.x - vConicCoeffs_Stage0.y * vConicCoeffs_Stage0.z;
+ func = abs(func);
+ edgeAlpha = func / gFM;
+ edgeAlpha = max(1.0 - edgeAlpha, 0.0);
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 inPosition;
+in vec4 inConicCoeffs;
+noperspective out vec4 vConicCoeffs_Stage0;
+void main() {
+ vConicCoeffs_Stage0 = inConicCoeffs;
+ vec2 pos2 = inPosition;
+ 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);
+}
+