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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform vec4 uinnerRect_Stage1_c0_c0;
uniform vec2 uradiusPlusHalf_Stage1_c0_c0;
noperspective in vec4 vcolor_Stage0;
vec4 CircularRRect_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);
float alpha = clamp(uradiusPlusHalf_Stage1_c0_c0.x - length(dxy), 0.0, 1.0);
_output = _input * alpha;
return _output;
}
void main() {
vec4 output_Stage1;
{
output_Stage1 = CircularRRect_Stage1_c0_c0(vec4(1.0));
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inColor;
noperspective out vec4 vcolor_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
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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