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path: root/shaders/skia/1-153.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_Stage0;
noperspective in vec3 vinShadowParams_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        vec3 shadowParams;
        shadowParams = vinShadowParams_Stage0;
        outputColor_Stage0 = vinColor_Stage0;
        float d = length(shadowParams.xy);
        vec2 uv = vec2(shadowParams.z * (1.0 - d), 0.5);
        float factor = texture(uTextureSampler_0_Stage0, uv).w;
        outputCoverage_Stage0 = vec4(factor);
    }
    {
        sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inColor;
in vec3 inShadowParams;
noperspective out vec3 vinShadowParams_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
    vinShadowParams_Stage0 = inShadowParams;
    vinColor_Stage0 = inColor;
    vec2 pos2 = inPosition;
    gl_Position = vec4(pos2.x, pos2.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);
}