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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 uColor_Stage0;
uniform float ucornerRadius_Stage1;
uniform vec4 uproxyRect_Stage1;
uniform float ublurRadius_Stage1;
uniform vec4 urectUniform_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
}
vec4 output_Stage1;
{
vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage1.xy;
float threshold = ucornerRadius_Stage1 + 2.0 * ublurRadius_Stage1;
vec2 middle = (uproxyRect_Stage1.zw - uproxyRect_Stage1.xy) - 2.0 * threshold;
if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) {
translatedFragPos.x = threshold;
} else if (translatedFragPos.x >= middle.x + threshold) {
translatedFragPos.x -= middle.x - 1.0;
}
if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) {
translatedFragPos.y = threshold;
} else if (translatedFragPos.y >= middle.y + threshold) {
translatedFragPos.y -= middle.y - 1.0;
}
vec2 proxyDims = vec2(2.0 * threshold + 1.0);
vec2 texCoord = translatedFragPos / proxyDims;
output_Stage1 = texture(uTextureSampler_0_Stage1, texCoord);
}
vec4 output_Stage2;
{
float alpha;
{
alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage2.zw), vec4(urectUniform_Stage2.xy, gl_FragCoord.xy))) ? 1 : 0);
}
{
alpha = 1.0 - alpha;
}
output_Stage2 = output_Stage1 * alpha;
}
{
sk_FragColor = outputColor_Stage0 * output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 position;
void main() {
vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
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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