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Diffstat (limited to 'shaders/skia/10-52.shader_test')
-rw-r--r-- | shaders/skia/10-52.shader_test | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/shaders/skia/10-52.shader_test b/shaders/skia/10-52.shader_test new file mode 100644 index 0000000..81ea4c3 --- /dev/null +++ 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); +} + |