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path: root/shaders/skia/892.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
noperspective in vec2 vEllipseOffsets0_Stage0;
noperspective in vec2 vEllipseOffsets1_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
    {
        vec2 scaledOffset = vEllipseOffsets0_Stage0;
        float test = dot(scaledOffset, scaledOffset) - 1.0;
        vec2 duvdx = dFdx(vEllipseOffsets0_Stage0);
        vec2 duvdy = -dFdy(vEllipseOffsets0_Stage0);
        vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y);
        float grad_dot = 4.0 * dot(grad, grad);
        grad_dot = max(grad_dot, 1.1754999560161448e-38);
        float invlen = inversesqrt(grad_dot);
        float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
        scaledOffset = vEllipseOffsets1_Stage0;
        test = dot(scaledOffset, scaledOffset) - 1.0;
        duvdx = dFdx(vEllipseOffsets1_Stage0);
        duvdy = -dFdy(vEllipseOffsets1_Stage0);
        grad = vec2(vEllipseOffsets1_Stage0.x * duvdx.x + vEllipseOffsets1_Stage0.y * duvdx.y, vEllipseOffsets1_Stage0.x * duvdy.x + vEllipseOffsets1_Stage0.y * duvdy.y);
        grad_dot = 4.0 * dot(grad, grad);
        invlen = inversesqrt(grad_dot);
        edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    }
    {
        sk_FragColor = vec4(0.0);
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffsets0;
in vec2 inEllipseOffsets1;
noperspective out vec2 vEllipseOffsets0_Stage0;
noperspective out vec2 vEllipseOffsets1_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
    vEllipseOffsets0_Stage0 = inEllipseOffsets0;
    vEllipseOffsets1_Stage0 = inEllipseOffsets1;
    vinColor_Stage0 = inColor;
    vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
    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);
}