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path: root/shaders/skia/13-176.shader_test
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[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
noperspective in vec4 vQuadEdge_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vinColor_Stage0;
        float edgeAlpha;
        vec2 duvdx = dFdx(vQuadEdge_Stage0.xy);
        vec2 duvdy = -dFdy(vQuadEdge_Stage0.xy);
        if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) {
            edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0);
        } else {
            vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
            edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y;
            edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);
        }
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    {
        sk_FragColor = outputCoverage_Stage0 * outputColor_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inColor;
in vec4 inQuadEdge;
noperspective out vec4 vQuadEdge_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
    vQuadEdge_Stage0 = inQuadEdge;
    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);
}