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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 urectUniform_Stage1;
noperspective in vec4 vcolor_Stage0;
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
float alpha;
{
alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1.zw), vec4(urectUniform_Stage1.xy, gl_FragCoord.xy))) ? 1 : 0);
}
{
alpha = 1.0 - alpha;
}
output_Stage1 = outputColor_Stage0 * alpha;
}
{
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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