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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 float uinnerThreshold_Stage1;
uniform float uouterThreshold_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec4 vQuadEdge_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vinColor_Stage0;
float edgeAlpha;
vec2 duvdx = dFdx(vQuadEdge_Stage0.xy);
vec2 duvdy = -dFdy(vQuadEdge_Stage0.xy);
if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) {
edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0);
} else {
vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y;
edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);
}
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage1;
{
vec4 color = outputColor_Stage0;
vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
if (mask_color.w < 0.5) {
if (color.w > uouterThreshold_Stage1) {
float scale = uouterThreshold_Stage1 / color.w;
color.xyz *= scale;
color.w = uouterThreshold_Stage1;
}
} else if (color.w < uinnerThreshold_Stage1) {
float scale = uinnerThreshold_Stage1 / max(0.0010000000474974513, color.w);
color.xyz *= scale;
color.w = uinnerThreshold_Stage1;
}
output_Stage1 = color;
}
{
sk_FragColor = outputCoverage_Stage0 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec4 inQuadEdge;
noperspective out vec4 vQuadEdge_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vQuadEdge_Stage0 = inQuadEdge;
vinColor_Stage0 = inColor;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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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