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Diffstat (limited to 'shaders/skia/253-5.shader_test')
-rw-r--r-- | shaders/skia/253-5.shader_test | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/shaders/skia/253-5.shader_test b/shaders/skia/253-5.shader_test new file mode 100644 index 0000000..4c5810a --- /dev/null +++ b/shaders/skia/253-5.shader_test @@ -0,0 +1,64 @@ +[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 ucircle_Stage2_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 CircleEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (length((ucircle_Stage2_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage2_c0_c0.w) - 1.0) * ucircle_Stage2_c0_c0.z; + } + { + _output = d > 0.5 ? _input : vec4(0.0); + } + return _output; +} +vec4 ClampFragmentProcessor_Stage2_c1_c0(vec4 _input) { + vec4 _output; + { + float alpha = clamp(_input.w, 0.0, 1.0); + _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha); + } + return _output; +} +vec4 blend_dst_over(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + dst; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + vec4 inputColor = vec4(output_Stage1.xyz, 1.0); + output_Stage2 = blend_dst_over(CircleEffect_Stage2_c0_c0(inputColor), ClampFragmentProcessor_Stage2_c1_c0(inputColor)); + output_Stage2 *= output_Stage1.w; + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + gl_Position = vec4(position.x, position.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); +} + |