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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
noperspective in vec4 vinCircleEdge_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
vec4 outputCoverage_Stage0;
{
vec4 circleEdge;
circleEdge = vinCircleEdge_Stage0;
float d = length(circleEdge.xy);
float distanceToOuterEdge = circleEdge.z * (1.0 - d);
float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w);
float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0);
edgeAlpha *= innerAlpha;
outputCoverage_Stage0 = vec4(edgeAlpha);
}
{
sk_FragColor = 1.0 - outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inColor;
in vec4 inCircleEdge;
noperspective out vec4 vinCircleEdge_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
vinCircleEdge_Stage0 = inCircleEdge;
vinColor_Stage0 = inColor;
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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