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-rw-r--r--shaders/skia/1-153.shader_test44
1 files changed, 44 insertions, 0 deletions
diff --git a/shaders/skia/1-153.shader_test b/shaders/skia/1-153.shader_test
new file mode 100644
index 0000000..1caaba5
--- /dev/null
+++ b/shaders/skia/1-153.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform sampler2D uTextureSampler_0_Stage0;
+noperspective in vec3 vinShadowParams_Stage0;
+noperspective in vec4 vinColor_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ vec3 shadowParams;
+ shadowParams = vinShadowParams_Stage0;
+ outputColor_Stage0 = vinColor_Stage0;
+ float d = length(shadowParams.xy);
+ vec2 uv = vec2(shadowParams.z * (1.0 - d), 0.5);
+ float factor = texture(uTextureSampler_0_Stage0, uv).w;
+ outputCoverage_Stage0 = vec4(factor);
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 inPosition;
+in vec4 inColor;
+in vec3 inShadowParams;
+noperspective out vec3 vinShadowParams_Stage0;
+noperspective out vec4 vinColor_Stage0;
+void main() {
+ vinShadowParams_Stage0 = inShadowParams;
+ vinColor_Stage0 = inColor;
+ 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);
+}
+