diff options
Diffstat (limited to 'shaders/skia/2056.shader_test')
-rw-r--r-- | shaders/skia/2056.shader_test | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/shaders/skia/2056.shader_test b/shaders/skia/2056.shader_test new file mode 100644 index 0000000..5a7d244 --- /dev/null +++ b/shaders/skia/2056.shader_test @@ -0,0 +1,61 @@ +[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 uinnerRect_Stage1; +uniform vec4 uinvRadiiLTRB_Stage1; +noperspective in vec4 vinCircleEdge_Stage0; +noperspective in vec4 vinColor_Stage0; +void main() { + vec4 outputCoverage_Stage0; + { + vec4 circleEdge; + circleEdge = vinCircleEdge_Stage0; + float d = length(circleEdge.xy); + float distanceToOuterEdge = circleEdge.z * (1.0 - d); + float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); + float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w); + float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0); + edgeAlpha *= innerAlpha; + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + vec2 dxy0 = uinnerRect_Stage1.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage1.xy, dxy1 * uinvRadiiLTRB_Stage1.zw), 0.0); + 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_Stage1 = outputCoverage_Stage0 * alpha; + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +in vec2 inPosition; +in vec4 inColor; +in vec4 inCircleEdge; +noperspective out vec4 vinCircleEdge_Stage0; +noperspective out vec4 vinColor_Stage0; +void main() { + vinCircleEdge_Stage0 = inCircleEdge; + vinColor_Stage0 = inColor; + vec2 pos2 = inPosition; + 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); +} + |