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-rw-r--r--shaders/skia/1-27.shader_test57
1 files changed, 57 insertions, 0 deletions
diff --git a/shaders/skia/1-27.shader_test b/shaders/skia/1-27.shader_test
new file mode 100644
index 0000000..51f5bd0
--- /dev/null
+++ b/shaders/skia/1-27.shader_test
@@ -0,0 +1,57 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+vec4 _vtx_attr_0;
+uniform vec4 uColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec4 v_vtx_attr0_Stage0;
+vec4 runtime_shader_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = _input;
+ _output = _vtx_attr_0;
+ return _output;
+}
+vec4 ClampFragmentProcessor_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ {
+ float alpha = clamp(_input.w, 0.0, 1.0);
+ _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha);
+ }
+ return _output;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ _vtx_attr_0 = v_vtx_attr0_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ClampFragmentProcessor_Stage1_c1_c0(runtime_shader_Stage1_c0_c0(outputColor_Stage0));
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec4 _vtx_attr0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec4 v_vtx_attr0_Stage0;
+void main() {
+ vec2 pos2 = position;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(position, 1.0)).xy;
+ v_vtx_attr0_Stage0 = _vtx_attr0;
+ 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);
+}
+