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Diffstat (limited to 'shaders/skia/2212.shader_test')
-rw-r--r-- | shaders/skia/2212.shader_test | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/shaders/skia/2212.shader_test b/shaders/skia/2212.shader_test new file mode 100644 index 0000000..a87f451 --- /dev/null +++ b/shaders/skia/2212.shader_test @@ -0,0 +1,84 @@ +[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 vec3 uedges_Stage1_c0_c0[3]; +uniform vec2 uDstTextureUpperLeft_Stage2; +uniform vec2 uDstTextureCoordScale_Stage2; +uniform sampler2D uDstTextureSampler_Stage2; +noperspective in vec2 vEllipseOffsets_Stage0; +noperspective in vec4 vEllipseRadii_Stage0; +noperspective in vec4 vinColor_Stage0; +vec4 ConvexPoly_Stage1_c0_c0(vec4 _input) { + vec4 _output; + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1_c0_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + edge = dot(uedges_Stage1_c0_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + edge = dot(uedges_Stage1_c0_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + alpha = 1.0 - alpha; + _output = _input * alpha; + return _output; +} +vec4 blend_src(vec4 src, vec4 dst) { + return src; +} +void main() { + vec4 outputCoverage_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 = ConvexPoly_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; +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; +void main() { + vEllipseOffsets_Stage0 = inEllipseOffset; + vEllipseRadii_Stage0 = inEllipseRadii; + 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); +} + |