diff options
Diffstat (limited to 'shaders/skia/469-4.shader_test')
-rw-r--r-- | shaders/skia/469-4.shader_test | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/shaders/skia/469-4.shader_test b/shaders/skia/469-4.shader_test new file mode 100644 index 0000000..9d804a9 --- /dev/null +++ b/shaders/skia/469-4.shader_test @@ -0,0 +1,69 @@ +[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 uellipse_Stage2_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 ClampFragmentProcessor_Stage2_c0_c0(vec4 _input) { + vec4 _output; + { + _output = clamp(_input, 0.0, 1.0); + } + return _output; +} +vec4 EllipseEffect_Stage2_c1_c0(vec4 _input) { + vec4 _output; + vec2 d = gl_FragCoord.xy - uellipse_Stage2_c1_c0.xy; + vec2 Z = d * uellipse_Stage2_c1_c0.zw; + float implicit = dot(Z, d) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + { + grad_dot = max(grad_dot, 1.1754999560161448e-38); + } + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha; + { + alpha = clamp(0.5 - approx_dist, 0.0, 1.0); + } + _output = _input * alpha; + return _output; +} +vec4 blend_plus(vec4 src, vec4 dst) { + return min(src + dst, 1.0); +} +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_plus(ClampFragmentProcessor_Stage2_c0_c0(inputColor), EllipseEffect_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); +} + |