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-rw-r--r--shaders/skia/1-725.shader_test51
1 files changed, 51 insertions, 0 deletions
diff --git a/shaders/skia/1-725.shader_test b/shaders/skia/1-725.shader_test
new file mode 100644
index 0000000..d0359ba
--- /dev/null
+++ b/shaders/skia/1-725.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 vec4 urectF_Stage1;
+uniform float uinvSixSigma_Stage1;
+uniform sampler2D uTextureSampler_0_Stage1;
+flat in vec4 vcolor_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ float xCoverage, yCoverage;
+ {
+ float x, y;
+ {
+ x = max(urectF_Stage1.x - gl_FragCoord.x, gl_FragCoord.x - urectF_Stage1.z);
+ y = max(urectF_Stage1.y - gl_FragCoord.y, gl_FragCoord.y - urectF_Stage1.w);
+ }
+ xCoverage = texture(uTextureSampler_0_Stage1, vec2(x * uinvSixSigma_Stage1, 0.5)).w;
+ yCoverage = texture(uTextureSampler_0_Stage1, vec2(y * uinvSixSigma_Stage1, 0.5)).w;
+ output_Stage1 = vec4(xCoverage) * yCoverage;
+ }
+ output_Stage1 = vec4(xCoverage) * yCoverage;
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 position;
+in vec4 color;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vcolor_Stage0 = color;
+ gl_Position = vec4(position.x, position.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);
+}
+