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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform float uDistanceAdjust_Stage0;
uniform sampler2D uTextureSampler_0_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
noperspective in vec2 vIntTextureCoords_Stage0;
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vinColor_Stage0;
vec2 uv = vTextureCoords_Stage0;
vec4 texColor;
{
texColor = texture(uTextureSampler_0_Stage0, uv);
}
float distance = 7.96875 * (texColor.x - 0.50196081399917603);
distance -= uDistanceAdjust_Stage0;
float afwidth;
vec2 dist_grad = vec2(dFdx(distance), -dFdy(distance));
float dg_len2 = dot(dist_grad, dist_grad);
if (dg_len2 < 9.9999997473787516e-05) {
dist_grad = vec2(0.70709997415542603, 0.70709997415542603);
} else {
dist_grad = dist_grad * inversesqrt(dg_len2);
}
vec2 Jdx = dFdx(vIntTextureCoords_Stage0);
vec2 Jdy = -dFdy(vIntTextureCoords_Stage0);
vec2 grad = vec2(dist_grad.x * Jdx.x + dist_grad.y * Jdy.x, dist_grad.x * Jdx.y + dist_grad.y * Jdy.y);
afwidth = 0.64999997615814209 * length(grad);
float val = smoothstep(-afwidth, afwidth, distance);
outputCoverage_Stage0 = vec4(val);
}
{
sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasDimensionsInv_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
noperspective out vec2 vIntTextureCoords_Stage0;
void main() {
vinColor_Stage0 = inColor;
ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
vTextureCoords_Stage0 = unormTexCoords * uAtlasDimensionsInv_Stage0;
vTexIndex_Stage0 = 0;
vIntTextureCoords_Stage0 = unormTexCoords;
gl_Position = vec4(inPosition.x, inPosition.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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