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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec3 uDistanceAdjust_Stage0;
uniform float ualpha_Stage1;
uniform sampler2D uTextureSampler_0_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
noperspective in vec2 vIntTextureCoords_Stage0;
noperspective in float vDelta_Stage0;
void main() {
vec4 outputCoverage_Stage0;
{
vec2 uv = vTextureCoords_Stage0;
float st_grad_len = abs(-dFdy(vIntTextureCoords_Stage0.y));
vec2 offset = vec2(st_grad_len * vDelta_Stage0, 0.0);
vec4 texColor;
{
texColor = texture(uTextureSampler_0_Stage0, uv);
}
vec3 distance;
distance.y = texColor.x;
vec2 uv_adjusted = uv - offset;
{
texColor = texture(uTextureSampler_0_Stage0, uv_adjusted);
}
distance.x = texColor.x;
uv_adjusted = uv + offset;
{
texColor = texture(uTextureSampler_0_Stage0, uv_adjusted);
}
distance.z = texColor.x;
distance = vec3(7.96875) * (distance - vec3(0.50196081399917603));
distance -= uDistanceAdjust_Stage0;
float afwidth;
afwidth = 0.64999997615814209 * st_grad_len;
outputCoverage_Stage0 = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0);
}
{
outputCoverage_Stage0.w = max(max(outputCoverage_Stage0.x, outputCoverage_Stage0.y), outputCoverage_Stage0.z);
sk_FragColor = ualpha_Stage1 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasDimensionsInv_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
noperspective out vec2 vIntTextureCoords_Stage0;
noperspective out float vDelta_Stage0;
void main() {
vinColor_Stage0 = inColor;
ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
vTextureCoords_Stage0 = unormTexCoords * uAtlasDimensionsInv_Stage0;
vTexIndex_Stage0 = 0;
vIntTextureCoords_Stage0 = unormTexCoords;
vDelta_Stage0 = uAtlasDimensionsInv_Stage0.x / 3.0;
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);
}
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