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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 vec3 uedges_Stage1[3];
uniform sampler2D uTextureSampler_0_Stage0;
noperspective in vec2 vlocalCoord_Stage0;
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vec4(1.0);
vec2 texCoord;
texCoord = vlocalCoord_Stage0;
outputColor_Stage0 = texture(uTextureSampler_0_Stage0, texCoord);
}
vec4 output_Stage1;
{
float alpha = 1.0;
float edge;
edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
output_Stage1 = vec4(alpha);
}
{
sk_FragColor = outputColor_Stage0 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vlocalCoord_Stage0;
void main() {
vlocalCoord_Stage0 = localCoord;
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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