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path: root/shaders/skia/28-93.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 vec3 uedges_Stage1[6];
uniform sampler2D uTextureSampler_0_Stage0;
noperspective in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vinColor_Stage0;
        vec4 texColor;
        {
            texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
        }
        outputCoverage_Stage0 = texColor;
    }
    vec4 output_Stage1;
    {
        float alpha = 1.0;
        float edge;
        edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = clamp(edge, 0.0, 1.0);
        alpha *= edge;
        edge = dot(uedges_Stage1[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = clamp(edge, 0.0, 1.0);
        alpha *= edge;
        edge = dot(uedges_Stage1[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = clamp(edge, 0.0, 1.0);
        alpha *= edge;
        edge = dot(uedges_Stage1[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = clamp(edge, 0.0, 1.0);
        alpha *= edge;
        edge = dot(uedges_Stage1[4], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = clamp(edge, 0.0, 1.0);
        alpha *= edge;
        edge = dot(uedges_Stage1[5], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = clamp(edge, 0.0, 1.0);
        alpha *= edge;
        output_Stage1 = outputCoverage_Stage0 * alpha;
    }
    {
        sk_FragColor = outputColor_Stage0 * output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasSizeInv_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
noperspective out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
    ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
    vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
    vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
    vTexIndex_Stage0 = 0;
    vinColor_Stage0 = inColor;
    gl_Position = vec4(inPosition.x, inPosition.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);
}