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-rw-r--r--shaders/skia/10-52.shader_test67
1 files changed, 67 insertions, 0 deletions
diff --git a/shaders/skia/10-52.shader_test b/shaders/skia/10-52.shader_test
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index 0000000..81ea4c3
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+++ b/shaders/skia/10-52.shader_test
@@ -0,0 +1,67 @@
+[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 uColor_Stage0;
+uniform float ucornerRadius_Stage1;
+uniform vec4 uproxyRect_Stage1;
+uniform float ublurRadius_Stage1;
+uniform vec4 urectUniform_Stage2;
+uniform sampler2D uTextureSampler_0_Stage1;
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage1.xy;
+ float threshold = ucornerRadius_Stage1 + 2.0 * ublurRadius_Stage1;
+ vec2 middle = (uproxyRect_Stage1.zw - uproxyRect_Stage1.xy) - 2.0 * threshold;
+ if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) {
+ translatedFragPos.x = threshold;
+ } else if (translatedFragPos.x >= middle.x + threshold) {
+ translatedFragPos.x -= middle.x - 1.0;
+ }
+ if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) {
+ translatedFragPos.y = threshold;
+ } else if (translatedFragPos.y >= middle.y + threshold) {
+ translatedFragPos.y -= middle.y - 1.0;
+ }
+ vec2 proxyDims = vec2(2.0 * threshold + 1.0);
+ vec2 texCoord = translatedFragPos / proxyDims;
+ output_Stage1 = texture(uTextureSampler_0_Stage1, texCoord);
+ }
+ vec4 output_Stage2;
+ {
+ float alpha;
+ {
+ alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage2.zw), vec4(urectUniform_Stage2.xy, gl_FragCoord.xy))) ? 1 : 0);
+ }
+ {
+ alpha = 1.0 - alpha;
+ }
+ output_Stage2 = output_Stage1 * alpha;
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+in vec2 position;
+void main() {
+ vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
+ 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);
+}
+