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-rw-r--r--shaders/skia/1-411.shader_test86
1 files changed, 86 insertions, 0 deletions
diff --git a/shaders/skia/1-411.shader_test b/shaders/skia/1-411.shader_test
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+++ b/shaders/skia/1-411.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec4 uleftBorderColor_Stage1_c0_c0;
+uniform vec4 urightBorderColor_Stage1_c0_c0;
+uniform vec4 ustart_Stage1_c0_c0_c1_c0;
+uniform vec4 uend_Stage1_c0_c0_c1_c0;
+in vec2 vTransformedCoords_0_Stage0;
+flat in vec4 vcolor_Stage0;
+in float vcoverage_Stage0;
+flat in vec4 vgeomDomain_Stage0;
+vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ _output = (1.0 - t) * ustart_Stage1_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c1_c0;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage1_c0_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage1_c0_c0;
+ } else {
+ _output = SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
+ }
+ return _output;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ float coverage = vcoverage_Stage0 * gl_FragCoord.w;
+ vec4 geoDomain;
+ geoDomain = vgeomDomain_Stage0;
+ if (coverage < 0.5) {
+ vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
+ vec2 dists2 = dists4.xy * dists4.zw;
+ coverage = min(coverage, dists2.x * dists2.y);
+ }
+ outputCoverage_Stage0 = vec4(coverage);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ {
+ sk_FragColor = output_Stage1 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec4 positionWithCoverage;
+in vec4 color;
+in vec2 localCoord;
+in vec4 geomDomain;
+out vec2 vTransformedCoords_0_Stage0;
+flat out vec4 vcolor_Stage0;
+out float vcoverage_Stage0;
+flat out vec4 vgeomDomain_Stage0;
+void main() {
+ vec3 position = positionWithCoverage.xyz;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vcolor_Stage0 = color;
+ vcoverage_Stage0 = positionWithCoverage.w * positionWithCoverage.z;
+ vgeomDomain_Stage0 = geomDomain;
+ gl_Position = vec4(position.x, position.y, 0.0, position.z);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+