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[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 urectH_Stage1;
uniform float uinvSixSigma_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
flat in vec4 vcolor_Stage0;
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
float xCoverage, yCoverage;
{
float l, r, t, b;
{
l = gl_FragCoord.x - urectH_Stage1.x;
r = urectH_Stage1.z - gl_FragCoord.x;
t = gl_FragCoord.y - urectH_Stage1.y;
b = urectH_Stage1.w - gl_FragCoord.y;
}
float il = 1.0 + l * uinvSixSigma_Stage1;
float ir = 1.0 + r * uinvSixSigma_Stage1;
float it = 1.0 + t * uinvSixSigma_Stage1;
float ib = 1.0 + b * uinvSixSigma_Stage1;
xCoverage = (1.0 - texture(uTextureSampler_0_Stage1, vec2(il, 0.5)).w) - texture(uTextureSampler_0_Stage1, vec2(ir, 0.5)).w;
yCoverage = (1.0 - texture(uTextureSampler_0_Stage1, vec2(it, 0.5)).w) - texture(uTextureSampler_0_Stage1, vec2(ib, 0.5)).w;
}
output_Stage1 = vec4(xCoverage) * yCoverage;
}
{
sk_FragColor = outputColor_Stage0 * output_Stage1;
sk_FragColor = sk_FragColor.wwww;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 position;
in vec4 color;
flat out vec4 vcolor_Stage0;
void main() {
vcolor_Stage0 = color;
gl_Position = vec4(position.x, position.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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