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-rw-r--r--shaders/skia/2224.shader_test46
1 files changed, 46 insertions, 0 deletions
diff --git a/shaders/skia/2224.shader_test b/shaders/skia/2224.shader_test
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+++ b/shaders/skia/2224.shader_test
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+[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_c0_c0;
+uniform vec2 uradiusPlusHalf_Stage1_c0_c0;
+noperspective in vec4 vcolor_Stage0;
+vec4 CircularRRect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 dxy0 = uinnerRect_Stage1_c0_c0.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ float alpha = clamp(uradiusPlusHalf_Stage1_c0_c0.x - length(dxy), 0.0, 1.0);
+ _output = _input * alpha;
+ return _output;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = CircularRRect_Stage1_c0_c0(vec4(1.0));
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 inPosition;
+in vec4 inColor;
+noperspective out vec4 vcolor_Stage0;
+void main() {
+ vec4 color = inColor;
+ vcolor_Stage0 = color;
+ 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);
+}
+