summaryrefslogtreecommitdiff
path: root/shaders/skia/31-18.shader_test
blob: 6ec543ba3ba18537fccb183d7ad6cda7f020ad5b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
uniform vec4 uleftBorderColor_Stage1_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0;
uniform vec4 ustart_Stage1_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c0_c0_c1_c0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in float vinCoverage_Stage0;
vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    _output = (1.0 - t) * ustart_Stage1_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c1_c0;
    return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage1_c0_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage1_c0_c0;
    } else {
        _output = SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
    }
    return _output;
}
void main() {
    vec4 outputCoverage_Stage0;
    {
        float alpha = 1.0;
        alpha = vinCoverage_Stage0;
        outputCoverage_Stage0 = vec4(alpha);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
    }
    {
        sk_FragColor = output_Stage1 * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in float inCoverage;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
    vec2 pos2 = inPosition;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
    vinCoverage_Stage0 = inCoverage;
    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);
}