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Diffstat (limited to 'shaders/skia/10-73.shader_test')
-rw-r--r-- | shaders/skia/10-73.shader_test | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/shaders/skia/10-73.shader_test b/shaders/skia/10-73.shader_test new file mode 100644 index 0000000..d00a06a --- /dev/null +++ b/shaders/skia/10-73.shader_test @@ -0,0 +1,81 @@ +[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 uleftBorderColor_Stage1_c0_c0; +uniform vec4 urightBorderColor_Stage1_c0_c0; +uniform vec4 ustart_Stage1_c0_c0_c1_c0; +uniform vec4 uend_Stage1_c0_c0_c1_c0; +uniform vec4 uinnerRect_Stage2; +uniform vec2 uinvRadiiXY_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +flat in vec4 vcolor_Stage0; +vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06; + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + _output = (1.0 - t) * ustart_Stage1_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c1_c0; + return _output; +} +vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0)); + if (t.x < 0.0) { + _output = uleftBorderColor_Stage1_c0_c0; + } else if (t.x > 1.0) { + _output = urightBorderColor_Stage1_c0_c0; + } else { + _output = SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t); + } + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + vec4 output_Stage2; + { + vec2 dxy0 = uinnerRect_Stage2.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage2.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + vec2 Z = dxy * uinvRadiiXY_Stage2; + float implicit = dot(Z, dxy) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + grad_dot = max(grad_dot, 9.9999997473787516e-05); + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha = clamp(0.5 - approx_dist, 0.0, 1.0); + output_Stage2 = vec4(alpha); + } + { + sk_FragColor = output_Stage1 * output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + 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); +} + |