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-rw-r--r--shaders/skia/70-7.shader_test77
1 files changed, 77 insertions, 0 deletions
diff --git a/shaders/skia/70-7.shader_test b/shaders/skia/70-7.shader_test
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index 0000000..564cfff
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+++ b/shaders/skia/70-7.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform sampler2D uTextureSampler_0_Stage1;
+flat in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec4 varccoord_Stage0;
+vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
+ return _output;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ outputCoverage_Stage0 = vec4(1.0);
+ if (vec2(0.0) != varccoord_Stage0.xy) {
+ float fn = dot(varccoord_Stage0.xy, varccoord_Stage0.xy) - 1.0;
+ if (fn > 0.0) {
+ outputCoverage_Stage0 = vec4(0.0);
+ }
+ }
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ {
+ sk_FragColor = output_Stage1 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec4 radii_selector;
+in vec4 corner_and_radius_outsets;
+in vec4 skew;
+in vec2 translate;
+in vec4 radii_x;
+in vec4 radii_y;
+in vec4 color;
+in vec4 local_rect;
+flat out vec4 vcolor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec4 varccoord_Stage0;
+void main() {
+ vcolor_Stage0 = color;
+ vec2 corner = corner_and_radius_outsets.xy;
+ vec2 radius_outset = corner_and_radius_outsets.zw;
+ vec2 radii;
+ radii.x = dot(radii_selector, radii_x);
+ radii.y = dot(radii_selector, radii_y);
+ bool is_arc_section = radii.x > 0.0;
+ radii = abs(radii);
+ vec2 vertexpos = corner + radius_outset * radii;
+ vec2 localcoord = (local_rect.xy * (1.0 - vertexpos) + local_rect.zw * (1.0 + vertexpos)) * 0.5;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localcoord, 1.0)).xy;
+ mat2 skewmatrix = mat2(skew.xy, skew.zw);
+ vec2 devcoord = vertexpos * skewmatrix + translate;
+ if (is_arc_section) {
+ varccoord_Stage0.xy = 1.0 - abs(radius_outset);
+ mat2 derivatives = inverse(skewmatrix);
+ varccoord_Stage0.zw = derivatives * (((varccoord_Stage0.xy / radii) * corner) * 2.0);
+ } else {
+ varccoord_Stage0 = vec4(0.0);
+ }
+ gl_Position = vec4(devcoord.x, devcoord.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);
+}
+