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path: root/shaders/skia/49-21.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 vec4 uinnerRect_Stage1;
uniform vec4 uinvRadiiLTRB_Stage1;
flat in vec4 vcolor_Stage0;
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
    }
    vec4 output_Stage1;
    {
        vec2 dxy0 = uinnerRect_Stage1.xy - gl_FragCoord.xy;
        vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1.zw;
        vec2 dxy = max(max(dxy0, dxy1), 0.0);
        vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage1.xy, dxy1 * uinvRadiiLTRB_Stage1.zw), 0.0);
        float implicit = dot(Z, dxy) - 1.0;
        float grad_dot = 4.0 * dot(Z, Z);
        grad_dot = max(grad_dot, 9.9999997473787516e-05);
        float approx_dist = implicit * inversesqrt(grad_dot);
        float alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
        output_Stage1 = vec4(alpha);
    }
    {
        sk_FragColor = outputColor_Stage0 * output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec2 position;
in vec4 color;
flat out vec4 vcolor_Stage0;
void main() {
    vcolor_Stage0 = color;
    gl_Position = vec4(position.x, position.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);
}