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-rw-r--r--shaders/skia/1339.shader_test98
1 files changed, 98 insertions, 0 deletions
diff --git a/shaders/skia/1339.shader_test b/shaders/skia/1339.shader_test
new file mode 100644
index 0000000..e72b842
--- /dev/null
+++ b/shaders/skia/1339.shader_test
@@ -0,0 +1,98 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_KHR_blend_equation_advanced : require
+out vec4 sk_FragColor;
+layout (blend_support_all_equations) out ;
+uniform vec2 uImageIncrement_Stage2;
+uniform vec2 uBounds_Stage2;
+uniform vec4 uKernel_Stage2[2];
+uniform sampler2D uTextureSampler_0_Stage2;
+noperspective in vec2 vEllipseOffsets_Stage0;
+noperspective in vec4 vEllipseRadii_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vinColor_Stage0;
+ vec2 offset = vEllipseOffsets_Stage0;
+ float test = dot(offset, offset) - 1.0;
+ vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
+ float grad_dot = dot(grad, grad);
+ grad_dot = max(grad_dot, 1.1754999560161448e-38);
+ float invlen = inversesqrt(grad_dot);
+ float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = outputCoverage_Stage0;
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0 - 3.0 * uImageIncrement_Stage2;
+ vec2 coordSampled = vec2(0.0, 0.0);
+ coordSampled = coord;
+ coordSampled.y = clamp(coord.y, uBounds_Stage2.x, uBounds_Stage2.y);
+ output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].x;
+ coord += uImageIncrement_Stage2;
+ coordSampled = coord;
+ coordSampled.y = clamp(coord.y, uBounds_Stage2.x, uBounds_Stage2.y);
+ output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].y;
+ coord += uImageIncrement_Stage2;
+ coordSampled = coord;
+ coordSampled.y = clamp(coord.y, uBounds_Stage2.x, uBounds_Stage2.y);
+ output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].z;
+ coord += uImageIncrement_Stage2;
+ coordSampled = coord;
+ coordSampled.y = clamp(coord.y, uBounds_Stage2.x, uBounds_Stage2.y);
+ output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].w;
+ coord += uImageIncrement_Stage2;
+ coordSampled = coord;
+ coordSampled.y = clamp(coord.y, uBounds_Stage2.x, uBounds_Stage2.y);
+ output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[1].x;
+ coord += uImageIncrement_Stage2;
+ coordSampled = coord;
+ coordSampled.y = clamp(coord.y, uBounds_Stage2.x, uBounds_Stage2.y);
+ output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[1].y;
+ coord += uImageIncrement_Stage2;
+ coordSampled = coord;
+ coordSampled.y = clamp(coord.y, uBounds_Stage2.x, uBounds_Stage2.y);
+ output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[1].z;
+ coord += uImageIncrement_Stage2;
+ output_Stage2 *= output_Stage1;
+ }
+ {
+ sk_FragColor = output_Stage2 * outputColor_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in vec2 inEllipseOffset;
+in vec4 inEllipseRadii;
+noperspective out vec2 vEllipseOffsets_Stage0;
+noperspective out vec4 vEllipseRadii_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vEllipseOffsets_Stage0 = inEllipseOffset;
+ vEllipseRadii_Stage0 = inEllipseRadii;
+ vinColor_Stage0 = inColor;
+ vec2 pos2 = inPosition;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 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);
+}
+