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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
noperspective in vec4 vConicCoeffs_Stage0;
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
float edgeAlpha;
vec3 dklmdx;
vec3 dklmdy;
float dfdx;
float dfdy;
vec2 gF;
float gFM;
float func;
dklmdx = dFdx(vConicCoeffs_Stage0.xyz);
dklmdy = -dFdy(vConicCoeffs_Stage0.xyz);
dfdx = ((2.0 * vConicCoeffs_Stage0.x) * dklmdx.x - vConicCoeffs_Stage0.y * dklmdx.z) - vConicCoeffs_Stage0.z * dklmdx.y;
dfdy = ((2.0 * vConicCoeffs_Stage0.x) * dklmdy.x - vConicCoeffs_Stage0.y * dklmdy.z) - vConicCoeffs_Stage0.z * dklmdy.y;
gF = vec2(dfdx, dfdy);
gFM = sqrt(dot(gF, gF));
func = vConicCoeffs_Stage0.x * vConicCoeffs_Stage0.x - vConicCoeffs_Stage0.y * vConicCoeffs_Stage0.z;
func = abs(func);
edgeAlpha = func / gFM;
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 inConicCoeffs;
noperspective out vec4 vConicCoeffs_Stage0;
void main() {
vConicCoeffs_Stage0 = inConicCoeffs;
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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