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path: root/shaders/skia/2107.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 uColor_Stage0;
uniform vec4 ucircle_Stage1;
uniform vec4 urectUniform_Stage2;
void main() {
    vec4 output_Stage1;
    {
        float d;
        {
            d = (length((ucircle_Stage1.xy - gl_FragCoord.xy) * ucircle_Stage1.w) - 1.0) * ucircle_Stage1.z;
        }
        {
            output_Stage1 = vec4(clamp(d, 0.0, 1.0));
        }
    }
    vec4 output_Stage2;
    {
        float alpha;
        {
            float xSub, ySub;
            xSub = min(gl_FragCoord.x - urectUniform_Stage2.x, 0.0);
            xSub += min(urectUniform_Stage2.z - gl_FragCoord.x, 0.0);
            ySub = min(gl_FragCoord.y - urectUniform_Stage2.y, 0.0);
            ySub += min(urectUniform_Stage2.w - gl_FragCoord.y, 0.0);
            alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
        }
        output_Stage2 = output_Stage1 * alpha;
    }
    {
        sk_FragColor = 1.0 - output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 inPosition;
void main() {
    vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
    {
        vec2 _posTmp = pos2;
        _posTmp = floor(_posTmp) + vec2(0.5, 0.5);
        gl_Position = vec4(_posTmp, 0.0, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}