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path: root/shaders/skia/298-3.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
noperspective in vec4 vinCircleEdge_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        vec4 circleEdge;
        circleEdge = vinCircleEdge_Stage0;
        outputColor_Stage0 = vinColor_Stage0;
        float d = length(circleEdge.xy);
        float distanceToOuterEdge = circleEdge.z * (1.0 - d);
        float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
        float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w);
        float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0);
        edgeAlpha *= innerAlpha;
        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 inCircleEdge;
noperspective out vec4 vinCircleEdge_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
    vinCircleEdge_Stage0 = inCircleEdge;
    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);
}