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-rw-r--r--shaders/skia/2056.shader_test61
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
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+++ 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);
+}
+