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path: root/shaders/skia/106-4.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
uniform vec3 uedges_Stage1[4];
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
    }
    vec4 output_Stage1;
    {
        float alpha = 1.0;
        float edge;
        edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = edge >= 0.5 ? 1.0 : 0.0;
        alpha *= edge;
        edge = dot(uedges_Stage1[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = edge >= 0.5 ? 1.0 : 0.0;
        alpha *= edge;
        edge = dot(uedges_Stage1[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = edge >= 0.5 ? 1.0 : 0.0;
        alpha *= edge;
        edge = dot(uedges_Stage1[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = edge >= 0.5 ? 1.0 : 0.0;
        alpha *= edge;
        output_Stage1 = vec4(alpha);
    }
    {
        sk_FragColor = outputColor_Stage0 * output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 inPosition;
void main() {
    vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
    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);
}