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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);
}
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