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
72
|
[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_Stage2;
uniform vec2 uradiusPlusHalf_Stage2;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
return _output;
}
void main() {
vec4 outputCoverage_Stage0;
{
vec4 texColor;
{
texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
}
outputCoverage_Stage0 = texColor;
}
vec4 output_Stage1;
{
output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
}
vec4 output_Stage2;
{
vec2 dxy0 = uinnerRect_Stage2.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage2.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage2.x - length(dxy), 0.0, 1.0);
output_Stage2 = outputCoverage_Stage0 * alpha;
}
{
sk_FragColor = output_Stage1 * output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasSizeInv_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
noperspective out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
vTexIndex_Stage0 = 0;
vinColor_Stage0 = inColor;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
gl_Position = vec4(inPosition.x, inPosition.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);
}
|