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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 vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uDstTextureSampler_Stage2;
in vec2 vEllipseOffsets0_Stage0;
in vec2 vEllipseOffsets1_Stage0;
in vec4 vinColor_Stage0;
vec4 ColorTableEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
_output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w;
_output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w;
_output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w;
_output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w;
_output.xyz *= _output.w;
return _output;
}
vec4 blend_src(vec4 src, vec4 dst) {
return src;
}
void main() {
vec4 outputCoverage_Stage0;
{
vec2 scaledOffset = vEllipseOffsets0_Stage0;
float test = dot(scaledOffset, scaledOffset) - 1.0;
vec2 duvdx = dFdx(vEllipseOffsets0_Stage0);
vec2 duvdy = -dFdy(vEllipseOffsets0_Stage0);
vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y);
float grad_dot = 4.0 * dot(grad, grad);
grad_dot = max(grad_dot, 1.1754999560161448e-38);
float invlen = inversesqrt(grad_dot);
float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage1;
{
output_Stage1 = ColorTableEffect_Stage1_c0_c0(vec4(1.0));
}
{
if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
discard;
}
vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
_dstTexCoord.y = 1.0 - _dstTexCoord.y;
vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
sk_FragColor = blend_src(output_Stage1, _dstColor);
sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffsets0;
in vec2 inEllipseOffsets1;
out vec2 vEllipseOffsets0_Stage0;
out vec2 vEllipseOffsets1_Stage0;
out vec4 vinColor_Stage0;
void main() {
vEllipseOffsets0_Stage0 = inEllipseOffsets0;
vEllipseOffsets1_Stage0 = inEllipseOffsets1;
vinColor_Stage0 = inColor;
vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
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