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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uColor_Stage0;
noperspective in vec3 vDashParams_Stage0;
noperspective in vec4 vRectParams_Stage0;
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
float xShifted = vDashParams_Stage0.x - floor(vDashParams_Stage0.x / vDashParams_Stage0.z) * vDashParams_Stage0.z;
vec2 fragPosShifted = vec2(xShifted, vDashParams_Stage0.y);
float xSub, ySub;
xSub = min(fragPosShifted.x - vRectParams_Stage0.x, 0.0);
xSub += min(vRectParams_Stage0.z - fragPosShifted.x, 0.0);
ySub = min(fragPosShifted.y - vRectParams_Stage0.y, 0.0);
ySub += min(vRectParams_Stage0.w - fragPosShifted.y, 0.0);
float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
outputCoverage_Stage0 = vec4(alpha);
}
{
sk_FragColor = outputCoverage_Stage0 * outputColor_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec3 inDashParams;
in vec4 inRect;
noperspective out vec3 vDashParams_Stage0;
noperspective out vec4 vRectParams_Stage0;
void main() {
vDashParams_Stage0 = inDashParams;
vRectParams_Stage0 = inRect;
vec2 pos2 = inPosition;
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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