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path: root/shaders/skia/1888.shader_test
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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 vec4 ucircleData_Stage1;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
    vec4 outputCoverage_Stage0;
    {
        vec4 texColor;
        {
            texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
        }
        outputCoverage_Stage0 = texColor;
    }
    vec4 output_Stage1;
    {
        vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1.x) * ucircleData_Stage1.w, (gl_FragCoord.y - ucircleData_Stage1.y) * ucircleData_Stage1.w);
        float dist = length(vec) + (0.5 - ucircleData_Stage1.z) * ucircleData_Stage1.w;
        output_Stage1 = outputCoverage_Stage0 * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w;
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasSizeInv_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
noperspective out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
    ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
    vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
    vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
    vTexIndex_Stage0 = 0;
    vinColor_Stage0 = inColor;
    gl_Position = vec4(inPosition.x, inPosition.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);
}