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-rw-r--r--shaders/skia/1-575.shader_test51
1 files changed, 51 insertions, 0 deletions
diff --git a/shaders/skia/1-575.shader_test b/shaders/skia/1-575.shader_test
new file mode 100644
index 0000000..7082c8d
--- /dev/null
+++ b/shaders/skia/1-575.shader_test
@@ -0,0 +1,51 @@
+[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 vec3 uedges_Stage1[3];
+flat in vec4 vcolor_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage1[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage1[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ output_Stage1 = vec4(alpha);
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 inPosition;
+in vec2 inLocalCoords;
+in vec4 color;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vcolor_Stage0 = color;
+ 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);
+}
+