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path: root/shaders/skia/1-446.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec3 uDistanceAdjust_Stage0;
uniform float ualpha_Stage1;
uniform sampler2D uTextureSampler_0_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
noperspective in vec2 vIntTextureCoords_Stage0;
noperspective in float vDelta_Stage0;
void main() {
    vec4 outputCoverage_Stage0;
    {
        vec2 uv = vTextureCoords_Stage0;
        float st_grad_len = abs(-dFdy(vIntTextureCoords_Stage0.y));
        vec2 offset = vec2(st_grad_len * vDelta_Stage0, 0.0);
        vec4 texColor;
        {
            texColor = texture(uTextureSampler_0_Stage0, uv);
        }
        vec3 distance;
        distance.y = texColor.x;
        vec2 uv_adjusted = uv - offset;
        {
            texColor = texture(uTextureSampler_0_Stage0, uv_adjusted);
        }
        distance.x = texColor.x;
        uv_adjusted = uv + offset;
        {
            texColor = texture(uTextureSampler_0_Stage0, uv_adjusted);
        }
        distance.z = texColor.x;
        distance = vec3(7.96875) * (distance - vec3(0.50196081399917603));
        distance -= uDistanceAdjust_Stage0;
        float afwidth;
        afwidth = 0.64999997615814209 * st_grad_len;
        outputCoverage_Stage0 = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0);
    }
    {
        outputCoverage_Stage0.w = max(max(outputCoverage_Stage0.x, outputCoverage_Stage0.y), outputCoverage_Stage0.z);
        sk_FragColor = ualpha_Stage1 * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasDimensionsInv_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
noperspective out vec2 vIntTextureCoords_Stage0;
noperspective out float vDelta_Stage0;
void main() {
    vinColor_Stage0 = inColor;
    ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
    vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
    vTextureCoords_Stage0 = unormTexCoords * uAtlasDimensionsInv_Stage0;
    vTexIndex_Stage0 = 0;
    vIntTextureCoords_Stage0 = unormTexCoords;
    vDelta_Stage0 = uAtlasDimensionsInv_Stage0.x / 3.0;
    gl_Position = vec4(inPosition.x, inPosition.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);
}