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[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);
}
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