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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
noperspective in vec4 vHairQuadEdge_Stage0;
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
float edgeAlpha;
vec2 duvdx = dFdx(vHairQuadEdge_Stage0.xy);
vec2 duvdy = -dFdy(vHairQuadEdge_Stage0.xy);
vec2 gF = vec2((2.0 * vHairQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vHairQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
edgeAlpha = vHairQuadEdge_Stage0.x * vHairQuadEdge_Stage0.x - vHairQuadEdge_Stage0.y;
edgeAlpha = sqrt((edgeAlpha * edgeAlpha) / dot(gF, gF));
edgeAlpha = max(1.0 - edgeAlpha, 0.0);
outputCoverage_Stage0 = vec4(edgeAlpha);
}
{
sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inHairQuadEdge;
noperspective out vec4 vHairQuadEdge_Stage0;
void main() {
vHairQuadEdge_Stage0 = inHairQuadEdge;
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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