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-rw-r--r--shaders/skia/13-50.shader_test66
1 files changed, 66 insertions, 0 deletions
diff --git a/shaders/skia/13-50.shader_test b/shaders/skia/13-50.shader_test
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+++ b/shaders/skia/13-50.shader_test
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+[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 urectUniform_Stage2;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+flat in vec4 vcolor_Stage0;
+vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
+ return _output;
+}
+vec4 blend_src_in(vec4 src, vec4 dst) {
+ return src * dst.w;
+}
+vec4 blend_dst_in(vec4 src, vec4 dst) {
+ return blend_src_in(dst, src);
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = blend_dst_in(outputColor_Stage0, TextureEffect_Stage1_c0_c0(vec4(1.0)));
+ }
+ 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 = 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);
+}
+