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path: root/shaders/skia/1054.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

noperspective in vec4 vinCircleEdge_Stage0;
noperspective in vec3 vinClipPlane_Stage0;
noperspective in vec3 vinIsectPlane_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
    {
        vec4 circleEdge;
        circleEdge = vinCircleEdge_Stage0;
        vec3 clipPlane;
        clipPlane = vinClipPlane_Stage0;
        vec3 isectPlane;
        isectPlane = vinIsectPlane_Stage0;
        float d = length(circleEdge.xy);
        float distanceToOuterEdge = circleEdge.z * (1.0 - d);
        float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
        float clip = clamp(circleEdge.z * dot(circleEdge.xy, clipPlane.xy) + clipPlane.z, 0.0, 1.0);
        clip *= clamp(circleEdge.z * dot(circleEdge.xy, isectPlane.xy) + isectPlane.z, 0.0, 1.0);
        edgeAlpha *= clip;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inColor;
in vec4 inCircleEdge;
in vec3 inClipPlane;
in vec3 inIsectPlane;
noperspective out vec4 vinCircleEdge_Stage0;
noperspective out vec3 vinClipPlane_Stage0;
noperspective out vec3 vinIsectPlane_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
    vinCircleEdge_Stage0 = inCircleEdge;
    vinClipPlane_Stage0 = inClipPlane;
    vinIsectPlane_Stage0 = inIsectPlane;
    vinColor_Stage0 = inColor;
    vec2 pos2 = inPosition;
    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);
}