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path: root/shaders/skia/1258.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
noperspective in vec2 vEllipseOffsets_Stage0;
noperspective in vec4 vEllipseRadii_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
    vec4 outputCoverage_Stage0;
    {
        vec2 offset = vEllipseOffsets_Stage0;
        offset *= vEllipseRadii_Stage0.xy;
        float test = dot(offset, offset) - 1.0;
        vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
        float grad_dot = 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);
        offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw;
        test = dot(offset, offset) - 1.0;
        grad = (2.0 * offset) * vEllipseRadii_Stage0.zw;
        grad_dot = dot(grad, grad);
        invlen = inversesqrt(grad_dot);
        edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    {
        sk_FragColor = 1.0 - outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
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;
void main() {
    vEllipseOffsets_Stage0 = inEllipseOffset;
    vEllipseRadii_Stage0 = inEllipseRadii;
    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);
}