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path: root/shaders/skia/10-161.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
flat in vec4 vcolor_Stage0;
noperspective in vec2 varccoord_Stage0;
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
        float x_plus_1 = varccoord_Stage0.x, y = varccoord_Stage0.y;
        float coverage;
        if (0.0 == x_plus_1) {
            coverage = y;
        } else {
            float fn = x_plus_1 * (x_plus_1 - 2.0);
            fn = ((y) * (y) + (fn));
            float fnwidth = fwidth(fn);
            float d = fn / fnwidth;
            coverage = clamp(0.5 - d, 0.0, 1.0);
        }
        outputCoverage_Stage0 = vec4(coverage);
    }
    {
        sk_FragColor = (1.0 - outputColor_Stage0.w) * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec4 radii_selector;
in vec4 corner_and_radius_outsets;
in vec4 aa_bloat_and_coverage;
in vec4 skew;
in vec2 translate;
in vec4 radii_x;
in vec4 radii_y;
in vec4 color;
flat out vec4 vcolor_Stage0;
noperspective out vec2 varccoord_Stage0;
void main() {
    vcolor_Stage0 = color;
    vec2 corner = corner_and_radius_outsets.xy;
    vec2 radius_outset = corner_and_radius_outsets.zw;
    vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    float coverage = aa_bloat_and_coverage.z;
    float is_linear_coverage = aa_bloat_and_coverage.w;
    vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    vec2 radii = radii_and_neighbors.xy;
    vec2 neighbor_radii = radii_and_neighbors.zw;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage /= max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0);
        radii = vec2(0.0);
    }
    if (any(lessThan(radii, aa_bloatradius * 1.25))) {
        radii = aa_bloatradius;
        radius_outset = floor(abs(radius_outset)) * radius_outset;
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength, 2.0 - pixellength);
        neighbor_radii = clamp(neighbor_radii, pixellength, 2.0 - pixellength);
        vec2 spacing = (2.0 - radii) - neighbor_radii;
        vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    vec2 aa_outset = aa_bloat_direction * aa_bloatradius;
    vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    mat2 skewmatrix = mat2(skew.xy, skew.zw);
    vec2 devcoord = vertexpos * skewmatrix + translate;
    if (0.0 != is_linear_coverage) {
        varccoord_Stage0.xy = vec2(0.0, coverage);
    } else {
        vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_Stage0.xy = vec2(arccoord.x + 1.0, arccoord.y);
    }
    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);
}