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-rw-r--r--shaders/skia/43-68.shader_test56
1 files changed, 56 insertions, 0 deletions
diff --git a/shaders/skia/43-68.shader_test b/shaders/skia/43-68.shader_test
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+++ b/shaders/skia/43-68.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 vec3 uedges_Stage1[4];
+uniform sampler2D uTextureSampler_0_Stage0;
+noperspective in vec2 vlocalCoord_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vec4(1.0);
+ vec2 texCoord;
+ texCoord = vlocalCoord_Stage0;
+ outputColor_Stage0 = texture(uTextureSampler_0_Stage0, texCoord);
+ }
+ vec4 output_Stage1;
+ {
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage1[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage1[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage1[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ output_Stage1 = vec4(alpha);
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 position;
+in vec2 localCoord;
+noperspective out vec2 vlocalCoord_Stage0;
+void main() {
+ vlocalCoord_Stage0 = localCoord;
+ 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);
+}
+