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Diffstat (limited to 'shaders/skia/2191.shader_test')
-rw-r--r-- | shaders/skia/2191.shader_test | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/shaders/skia/2191.shader_test b/shaders/skia/2191.shader_test new file mode 100644 index 0000000..e38b593 --- /dev/null +++ b/shaders/skia/2191.shader_test @@ -0,0 +1,77 @@ +[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 float uPixelSize_Stage1_c0_c0; +uniform vec2 uRange_Stage1_c0_c0; +uniform vec2 uDstTextureUpperLeft_Stage2; +uniform vec2 uDstTextureCoordScale_Stage2; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uDstTextureSampler_Stage2; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in float vinCoverage_Stage0; +vec4 Morphology_Stage1_c0_c0(vec4 _input) { + vec4 _output; + _output = vec4(1.0, 1.0, 1.0, 1.0); + vec2 coord = vTransformedCoords_0_Stage0; + coord.y -= 8.0 * uPixelSize_Stage1_c0_c0; + for (int i = 0;i < 17; i++) { + _output = min(_output, texture(uTextureSampler_0_Stage1, coord)); + coord.y += uPixelSize_Stage1_c0_c0; + } + _output *= _input; + return _output; +} +vec4 blend_src(vec4 src, vec4 dst) { + return src; +} +void main() { + vec4 outputCoverage_Stage0; + { + float alpha = 1.0; + alpha = vinCoverage_Stage0; + outputCoverage_Stage0 = vec4(alpha); + } + vec4 output_Stage1; + { + output_Stage1 = Morphology_Stage1_c0_c0(vec4(1.0)); + } + { + if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) { + discard; + } + vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2; + _dstTexCoord.y = 1.0 - _dstTexCoord.y; + vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord); + sk_FragColor = blend_src(output_Stage1, _dstColor); + sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +in vec4 inColor; +in float inCoverage; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out float vinCoverage_Stage0; +void main() { + vec4 color = inColor; + vcolor_Stage0 = color; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vinCoverage_Stage0 = inCoverage; + 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); +} + |