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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 sampler2D uTextureSampler_0_Stage0;
noperspective in vec2 vlocalCoord_Stage0;
noperspective in float vcoverage_Stage0;
flat in vec4 vgeomDomain_Stage0;
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vec4(1.0);
vec2 texCoord;
texCoord = vlocalCoord_Stage0;
outputColor_Stage0 = texture(uTextureSampler_0_Stage0, texCoord);
float coverage = vcoverage_Stage0;
vec4 geoDomain;
geoDomain = vgeomDomain_Stage0;
if (coverage < 0.5) {
vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
vec2 dists2 = dists4.xy * dists4.zw;
coverage = min(coverage, dists2.x * dists2.y);
}
outputCoverage_Stage0 = vec4(coverage);
}
{
sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 position;
in float coverage;
in vec2 localCoord;
in vec4 geomDomain;
noperspective out vec2 vlocalCoord_Stage0;
noperspective out float vcoverage_Stage0;
flat out vec4 vgeomDomain_Stage0;
void main() {
vec2 position = position;
vlocalCoord_Stage0 = localCoord;
vcoverage_Stage0 = coverage;
vgeomDomain_Stage0 = geomDomain;
gl_Position = vec4(position.x, position.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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