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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uinnerRect_Stage1_c0_c0;
uniform vec2 uinvRadiiXY_Stage1_c0_c0;
uniform vec4 uellipse_Stage1_c1_c0;
noperspective in vec4 vcolor_Stage0;
vec4 EllipticalRRect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec2 dxy0 = uinnerRect_Stage1_c0_c0.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
vec2 Z = dxy * uinvRadiiXY_Stage1_c0_c0;
float implicit = dot(Z, dxy) - 1.0;
float grad_dot = 4.0 * dot(Z, Z);
grad_dot = max(grad_dot, 9.9999997473787516e-05);
float approx_dist = implicit * inversesqrt(grad_dot);
float alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
_output = _input * alpha;
return _output;
}
vec4 EllipseEffect_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec2 d = gl_FragCoord.xy - uellipse_Stage1_c1_c0.xy;
vec2 Z = d * uellipse_Stage1_c1_c0.zw;
float implicit = dot(Z, d) - 1.0;
float grad_dot = 4.0 * dot(Z, Z);
{
grad_dot = max(grad_dot, 1.1754999560161448e-38);
}
float approx_dist = implicit * inversesqrt(grad_dot);
float alpha;
{
alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
}
_output = _input * alpha;
return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_src_over(EllipticalRRect_Stage1_c0_c0(inputColor), EllipseEffect_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 inPosition;
in vec4 inColor;
noperspective out vec4 vcolor_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
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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