[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_Stage2; uniform vec2 uDstTextureCoordScale_Stage2; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uDstTextureSampler_Stage2; in vec2 vEllipseOffsets0_Stage0; in vec2 vEllipseOffsets1_Stage0; in vec4 vinColor_Stage0; vec4 ColorTableEffect_Stage1_c0_c0(vec4 _input) { vec4 _output; float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05); vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha); coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579); _output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w; _output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w; _output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w; _output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w; _output.xyz *= _output.w; return _output; } vec4 blend_src(vec4 src, vec4 dst) { return src; } void main() { vec4 outputCoverage_Stage0; { vec2 scaledOffset = vEllipseOffsets0_Stage0; float test = dot(scaledOffset, scaledOffset) - 1.0; vec2 duvdx = dFdx(vEllipseOffsets0_Stage0); vec2 duvdy = -dFdy(vEllipseOffsets0_Stage0); vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y); float grad_dot = 4.0 * dot(grad, grad); grad_dot = max(grad_dot, 1.1754999560161448e-38); float invlen = inversesqrt(grad_dot); float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0); outputCoverage_Stage0 = vec4(edgeAlpha); } vec4 output_Stage1; { output_Stage1 = ColorTableEffect_Stage1_c0_c0(vec4(1.0)); } { if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) { discard; } vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2; _dstTexCoord.y = 1.0 - _dstTexCoord.y; vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord); sk_FragColor = blend_src(output_Stage1, _dstColor); sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uViewM_Stage0; in vec2 inPosition; in vec4 inColor; in vec2 inEllipseOffsets0; in vec2 inEllipseOffsets1; out vec2 vEllipseOffsets0_Stage0; out vec2 vEllipseOffsets1_Stage0; out vec4 vinColor_Stage0; void main() { vEllipseOffsets0_Stage0 = inEllipseOffsets0; vEllipseOffsets1_Stage0 = inEllipseOffsets1; vinColor_Stage0 = inColor; vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0); gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); }