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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 vec2 uDstTextureUpperLeft_Stage1;
uniform vec2 uDstTextureCoordScale_Stage1;
uniform sampler2D uDstTextureSampler_Stage1;
flat in vec4 vcolor_Stage0;
noperspective in float vcoverage_Stage0;
vec4 blend_src_out(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src;
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
float coverage = vcoverage_Stage0;
outputCoverage_Stage0 = vec4(coverage);
}
{
if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
discard;
}
vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage1) * uDstTextureCoordScale_Stage1;
_dstTexCoord.y = 1.0 - _dstTexCoord.y;
vec4 _dstColor = texture(uDstTextureSampler_Stage1, _dstTexCoord);
sk_FragColor = blend_src_out(outputColor_Stage0, _dstColor);
sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 position;
in float coverage;
in vec4 color;
flat out vec4 vcolor_Stage0;
noperspective out float vcoverage_Stage0;
void main() {
vec2 position = position;
vcolor_Stage0 = color;
vcoverage_Stage0 = coverage;
gl_Position = vec4(position.x, position.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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