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path: root/shaders/skia/2296.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 urectUniform_Stage1_c0_c0;
uniform vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uDstTextureSampler_Stage2;
in vec2 vEllipseOffsets0_Stage0;
in vec2 vEllipseOffsets1_Stage0;
in vec4 vinColor_Stage0;
vec4 AARectEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    float alpha;
    {
        float xSub, ySub;
        xSub = min(gl_FragCoord.x - urectUniform_Stage1_c0_c0.x, 0.0);
        xSub += min(urectUniform_Stage1_c0_c0.z - gl_FragCoord.x, 0.0);
        ySub = min(gl_FragCoord.y - urectUniform_Stage1_c0_c0.y, 0.0);
        ySub += min(urectUniform_Stage1_c0_c0.w - gl_FragCoord.y, 0.0);
        alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    }
    _output = _input * alpha;
    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(1.0 - test * invlen, 0.0, 1.0);
        edgeAlpha *= clamp(1.0 + test * invlen, 0.0, 1.0);
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = AARectEffect_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);
}