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-rw-r--r--shaders/skia/64-11.shader_test44
1 files changed, 44 insertions, 0 deletions
diff --git a/shaders/skia/64-11.shader_test b/shaders/skia/64-11.shader_test
new file mode 100644
index 0000000..9260c20
--- /dev/null
+++ b/shaders/skia/64-11.shader_test
@@ -0,0 +1,44 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform float uPixelSize_Stage1;
+uniform vec2 uRange_Stage1;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0;
+ coord.y -= 16.0 * uPixelSize_Stage1;
+ float highBound = min(uRange_Stage1.y, coord.y + 32.0 * uPixelSize_Stage1);
+ coord.y = max(uRange_Stage1.x, coord.y);
+ for (int i = 0;i < 33; i++) {
+ output_Stage1 = max(output_Stage1, texture(uTextureSampler_0_Stage1, coord));
+ coord.y += uPixelSize_Stage1;
+ coord.y = min(highBound, coord.y);
+ }
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[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);
+}
+