diff options
Diffstat (limited to 'shaders/skia/70-7.shader_test')
-rw-r--r-- | shaders/skia/70-7.shader_test | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/shaders/skia/70-7.shader_test b/shaders/skia/70-7.shader_test new file mode 100644 index 0000000..564cfff --- /dev/null +++ b/shaders/skia/70-7.shader_test @@ -0,0 +1,77 @@ +[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); +} + |