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-rw-r--r--shaders/skia/10-40.shader_test42
1 files changed, 42 insertions, 0 deletions
diff --git a/shaders/skia/10-40.shader_test b/shaders/skia/10-40.shader_test
new file mode 100644
index 0000000..d535377
--- /dev/null
+++ b/shaders/skia/10-40.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uColor_Stage0;
+noperspective in vec4 vHairQuadEdge_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ float edgeAlpha;
+ vec2 duvdx = dFdx(vHairQuadEdge_Stage0.xy);
+ vec2 duvdy = -dFdy(vHairQuadEdge_Stage0.xy);
+ vec2 gF = vec2((2.0 * vHairQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vHairQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
+ edgeAlpha = vHairQuadEdge_Stage0.x * vHairQuadEdge_Stage0.x - vHairQuadEdge_Stage0.y;
+ edgeAlpha = sqrt((edgeAlpha * edgeAlpha) / dot(gF, gF));
+ edgeAlpha = max(1.0 - edgeAlpha, 0.0);
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 inPosition;
+in vec4 inHairQuadEdge;
+noperspective out vec4 vHairQuadEdge_Stage0;
+void main() {
+ vHairQuadEdge_Stage0 = inHairQuadEdge;
+ 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);
+}
+