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path: root/shaders/skia/16-57.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 sampler2D uTextureSampler_0_Stage0;
in vec2 vlocalCoord_Stage0;
flat in vec4 vtexDomain_Stage0;
in float vcoverage_Stage0;
flat in vec4 vgeomDomain_Stage0;
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vec4(1.0);
        vec2 texCoord;
        texCoord = vlocalCoord_Stage0;
        vec4 domain;
        domain = vtexDomain_Stage0;
        texCoord = clamp(texCoord, domain.xy, domain.zw);
        outputColor_Stage0 = texture(uTextureSampler_0_Stage0, texCoord);
        float coverage = vcoverage_Stage0 * gl_FragCoord.w;
        vec4 geoDomain;
        geoDomain = vgeomDomain_Stage0;
        if (coverage < 0.5) {
            vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
            vec2 dists2 = dists4.xy * dists4.zw;
            coverage = min(coverage, dists2.x * dists2.y);
        }
        outputCoverage_Stage0 = vec4(coverage);
    }
    {
        sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec4 positionWithCoverage;
in vec2 localCoord;
in vec4 geomDomain;
in vec4 texDomain;
out vec2 vlocalCoord_Stage0;
flat out vec4 vtexDomain_Stage0;
out float vcoverage_Stage0;
flat out vec4 vgeomDomain_Stage0;
void main() {
    vec3 position = positionWithCoverage.xyz;
    vlocalCoord_Stage0 = localCoord;
    vtexDomain_Stage0 = texDomain;
    vcoverage_Stage0 = positionWithCoverage.w * positionWithCoverage.z;
    vgeomDomain_Stage0 = geomDomain;
    gl_Position = vec4(position.x, position.y, 0.0, position.z);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}