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path: root/shaders/skia/1834.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uinnerRect_Stage1_c0_c0;
uniform vec2 uinvRadiiXY_Stage1_c0_c0;
uniform vec3 uedges_Stage1_c1_c0[6];
noperspective in vec4 vcolor_Stage0;
noperspective in float vinCoverage_Stage0;
vec4 EllipticalRRect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 dxy0 = uinnerRect_Stage1_c0_c0.xy - gl_FragCoord.xy;
    vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0.zw;
    vec2 dxy = max(max(dxy0, dxy1), 0.0);
    vec2 Z = dxy * uinvRadiiXY_Stage1_c0_c0;
    float implicit = dot(Z, dxy) - 1.0;
    float grad_dot = 4.0 * dot(Z, Z);
    grad_dot = max(grad_dot, 9.9999997473787516e-05);
    float approx_dist = implicit * inversesqrt(grad_dot);
    float alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
    _output = _input * alpha;
    return _output;
}
vec4 ConvexPoly_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    float alpha = 1.0;
    float edge;
    edge = dot(uedges_Stage1_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    edge = dot(uedges_Stage1_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    edge = dot(uedges_Stage1_c1_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    edge = dot(uedges_Stage1_c1_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    edge = dot(uedges_Stage1_c1_c0[4], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    edge = dot(uedges_Stage1_c1_c0[5], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    alpha = 1.0 - alpha;
    _output = _input * alpha;
    return _output;
}
vec4 blend_dst_out(vec4 src, vec4 dst) {
    return (1.0 - src.w) * dst;
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
        float alpha = 1.0;
        alpha = vinCoverage_Stage0;
        outputCoverage_Stage0 = vec4(alpha);
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_dst_out(EllipticalRRect_Stage1_c0_c0(inputColor), ConvexPoly_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    {
        sk_FragColor = output_Stage1 * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
    vec4 color = inColor;
    vcolor_Stage0 = color;
    vec2 pos2 = inPosition;
    vinCoverage_Stage0 = inCoverage;
    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);
}