[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 vQuadEdge_Stage0; noperspective in vec4 vinColor_Stage0; void main() { vec4 outputColor_Stage0; vec4 outputCoverage_Stage0; { outputColor_Stage0 = vinColor_Stage0; float edgeAlpha; vec2 duvdx = dFdx(vQuadEdge_Stage0.xy); vec2 duvdy = -dFdy(vQuadEdge_Stage0.xy); if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) { edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0); } else { vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y); edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y; edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0); } 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 inQuadEdge; noperspective out vec4 vQuadEdge_Stage0; noperspective out vec4 vinColor_Stage0; void main() { vQuadEdge_Stage0 = inQuadEdge; 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); }