summaryrefslogtreecommitdiff
path: root/shaders/skia/10-42.shader_test
blob: 8804ee4af0c64f3b7b568ad6fea67d1bfb32fc45 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
noperspective in vec4 vConicCoeffs_Stage0;
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
        float edgeAlpha;
        vec3 dklmdx;
        vec3 dklmdy;
        float dfdx;
        float dfdy;
        vec2 gF;
        float gFM;
        float func;
        dklmdx = dFdx(vConicCoeffs_Stage0.xyz);
        dklmdy = -dFdy(vConicCoeffs_Stage0.xyz);
        dfdx = ((2.0 * vConicCoeffs_Stage0.x) * dklmdx.x - vConicCoeffs_Stage0.y * dklmdx.z) - vConicCoeffs_Stage0.z * dklmdx.y;
        dfdy = ((2.0 * vConicCoeffs_Stage0.x) * dklmdy.x - vConicCoeffs_Stage0.y * dklmdy.z) - vConicCoeffs_Stage0.z * dklmdy.y;
        gF = vec2(dfdx, dfdy);
        gFM = sqrt(dot(gF, gF));
        func = vConicCoeffs_Stage0.x * vConicCoeffs_Stage0.x - vConicCoeffs_Stage0.y * vConicCoeffs_Stage0.z;
        func = abs(func);
        edgeAlpha = func / gFM;
        edgeAlpha = max(1.0 - edgeAlpha, 0.0);
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    {
        sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inConicCoeffs;
noperspective out vec4 vConicCoeffs_Stage0;
void main() {
    vConicCoeffs_Stage0 = inConicCoeffs;
    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);
}