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Diffstat (limited to 'shaders/skia/1-153.shader_test')
-rw-r--r-- | shaders/skia/1-153.shader_test | 44 |
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 @@ -0,0 +1,44 @@ +[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); +} + |