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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;
noperspective in vec4 vQuadEdge_Stage0;
noperspective in vec4 vinColor_Stage0;
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * dst.w;
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vinColor_Stage0;
float edgeAlpha;
vec2 duvdx = dFdx(vQuadEdge_Stage0.xy);
vec2 duvdy = -dFdy(vQuadEdge_Stage0.xy);
if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) {
edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0);
} else {
vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y;
edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);
}
outputCoverage_Stage0 = vec4(edgeAlpha);
}
{
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_in(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 inPosition;
in vec4 inColor;
in vec4 inQuadEdge;
noperspective out vec4 vQuadEdge_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
vQuadEdge_Stage0 = inQuadEdge;
vinColor_Stage0 = inColor;
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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