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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);
}
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