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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 vec4 uinnerRect_Stage1;
uniform vec2 uradiusPlusHalf_Stage1;
flat in vec4 vcolor_Stage0;
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
vec2 dxy = max(vec2(gl_FragCoord.x - uinnerRect_Stage1.z, uinnerRect_Stage1.y - gl_FragCoord.y), 0.0);
float leftAlpha = clamp(gl_FragCoord.x - uinnerRect_Stage1.x, 0.0, 1.0);
float bottomAlpha = clamp(uinnerRect_Stage1.w - gl_FragCoord.y, 0.0, 1.0);
float alpha = (bottomAlpha * leftAlpha) * clamp(uradiusPlusHalf_Stage1.x - length(dxy), 0.0, 1.0);
alpha = 1.0 - alpha;
output_Stage1 = vec4(alpha);
}
{
sk_FragColor = outputColor_Stage0 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 position;
in vec4 color;
flat out vec4 vcolor_Stage0;
void main() {
vcolor_Stage0 = color;
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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