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path: root/shaders/skia/1801.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 ;
uniform vec4 urectUniform_Stage1;
noperspective in vec4 vcolor_Stage0;
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
    }
    vec4 output_Stage1;
    {
        float alpha;
        {
            alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1.zw), vec4(urectUniform_Stage1.xy, gl_FragCoord.xy))) ? 1 : 0);
        }
        output_Stage1 = outputColor_Stage0 * alpha;
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
void main() {
    vec4 color = inColor;
    color = color * inCoverage;
    vcolor_Stage0 = color;
    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);
}