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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform float uinnerThreshold_Stage1;
uniform float uouterThreshold_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 output_Stage1;
{
vec4 color = vec4(1.0);
vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
if (mask_color.w < 0.5) {
if (1.0 > uouterThreshold_Stage1) {
float scale = uouterThreshold_Stage1;
color.xyz *= scale;
color.w = uouterThreshold_Stage1;
}
} else if (1.0 < uinnerThreshold_Stage1) {
float scale = uinnerThreshold_Stage1 / max(0.0010000000474974513, 1.0);
color.xyz *= scale;
color.w = uinnerThreshold_Stage1;
}
output_Stage1 = color;
}
{
sk_FragColor = 1.0 - output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inLocalCoord;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy;
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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