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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_Stage0;
noperspective in vec3 vinShadowParams_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
vec3 shadowParams;
shadowParams = vinShadowParams_Stage0;
outputColor_Stage0 = vinColor_Stage0;
float d = length(shadowParams.xy);
vec2 uv = vec2(shadowParams.z * (1.0 - d), 0.5);
float factor = texture(uTextureSampler_0_Stage0, uv).w;
outputCoverage_Stage0 = vec4(factor);
}
{
sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inColor;
in vec3 inShadowParams;
noperspective out vec3 vinShadowParams_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
vinShadowParams_Stage0 = inShadowParams;
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);
}
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