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Diffstat (limited to 'shaders/skia/109-4.shader_test')
-rw-r--r-- | shaders/skia/109-4.shader_test | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/shaders/skia/109-4.shader_test b/shaders/skia/109-4.shader_test new file mode 100644 index 0000000..2d396b4 --- /dev/null +++ b/shaders/skia/109-4.shader_test @@ -0,0 +1,71 @@ +[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 vec3 uedges_Stage1[4]; +flat in vec4 vcolor_Stage0; +noperspective in float vcoverage_Stage0; +flat in vec4 vgeomDomain_Stage0; +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + float coverage = vcoverage_Stage0; + vec4 geoDomain; + geoDomain = vgeomDomain_Stage0; + if (coverage < 0.5) { + vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0); + vec2 dists2 = dists4.xy * dists4.zw; + coverage = min(coverage, dists2.x * dists2.y); + } + outputCoverage_Stage0 = vec4(coverage); + } + vec4 output_Stage1; + { + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage1[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage1[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage1[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + output_Stage1 = outputCoverage_Stage0 * alpha; + } + { + sk_FragColor = outputColor_Stage0 * output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +in vec2 position; +in float coverage; +in vec4 color; +in vec4 geomDomain; +flat out vec4 vcolor_Stage0; +noperspective out float vcoverage_Stage0; +flat out vec4 vgeomDomain_Stage0; +void main() { + vec2 position = position; + vcolor_Stage0 = color; + vcoverage_Stage0 = coverage; + vgeomDomain_Stage0 = geomDomain; + 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); +} + |