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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vEllipseOffsets0_Stage0;
noperspective in vec2 vEllipseOffsets1_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
vec4 outputCoverage_Stage0;
{
vec2 scaledOffset = vEllipseOffsets0_Stage0;
float test = dot(scaledOffset, scaledOffset) - 1.0;
vec2 duvdx = dFdx(vEllipseOffsets0_Stage0);
vec2 duvdy = dFdy(vEllipseOffsets0_Stage0);
vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y);
float grad_dot = 4.0 * dot(grad, grad);
grad_dot = max(grad_dot, 1.1754999560161448e-38);
float invlen = inversesqrt(grad_dot);
float edgeAlpha = clamp(1.0 - test * invlen, 0.0, 1.0);
edgeAlpha *= clamp(1.0 + test * invlen, 0.0, 1.0);
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage1;
{
float nonZeroAlpha = max(outputCoverage_Stage0.w, 9.9999997473787516e-05);
vec4 coord = vec4(outputCoverage_Stage0.xyz / nonZeroAlpha, nonZeroAlpha);
coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
output_Stage1.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w;
output_Stage1.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w;
output_Stage1.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w;
output_Stage1.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w;
output_Stage1.xyz *= output_Stage1.w;
}
{
sk_FragColor = 1.0 - output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffsets0;
in vec2 inEllipseOffsets1;
noperspective out vec2 vEllipseOffsets0_Stage0;
noperspective out vec2 vEllipseOffsets1_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
vEllipseOffsets0_Stage0 = inEllipseOffsets0;
vEllipseOffsets1_Stage0 = inEllipseOffsets1;
vinColor_Stage0 = inColor;
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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