[require] GLSL >= 1.40 [fragment shader] #version 140 uniform vec4 ucircle_Stage2; uniform sampler2D uTextureSampler_0_Stage1; noperspective in vec2 vEllipseOffsets_Stage0; noperspective in vec4 vEllipseRadii_Stage0; noperspective in vec4 vinColor_Stage0; noperspective in vec3 vTransformedCoords_0_Stage0; void main() { { vec2 offset = vEllipseOffsets_Stage0; vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy; float grad_dot = dot(grad, grad); grad_dot = max(grad_dot, 1.1754999560161448e-38); } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; in vec2 inPosition; in vec4 inColor; in vec2 inEllipseOffset; in vec4 inEllipseRadii; noperspective out vec2 vEllipseOffsets_Stage0; noperspective out vec4 vEllipseRadii_Stage0; noperspective out vec4 vinColor_Stage0; noperspective out vec3 vTransformedCoords_0_Stage0; void main() { vEllipseOffsets_Stage0 = inEllipseOffset; vEllipseRadii_Stage0 = inEllipseRadii; vinColor_Stage0 = inColor; vec2 pos2 = inPosition; vTransformedCoords_0_Stage0 = uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0); 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); }