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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;
uniform vec4 ucircle_Stage1_c0_c0;
uniform vec4 ucircleData_Stage1_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec3 vDashParams_Stage0;
noperspective in vec4 vRectParams_Stage0;
vec4 CircleEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
float d;
{
d = (length((ucircle_Stage1_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0.w) - 1.0) * ucircle_Stage1_c0_c0.z;
}
{
_output = d > 0.5 ? _input : vec4(0.0);
}
return _output;
}
vec4 CircleBlurFragmentProcessor_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1_c1_c0.x) * ucircleData_Stage1_c1_c0.w, (gl_FragCoord.y - ucircleData_Stage1_c1_c0.y) * ucircleData_Stage1_c1_c0.w);
float dist = length(vec) + (0.5 - ucircleData_Stage1_c1_c0.z) * ucircleData_Stage1_c1_c0.w;
_output = _input * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w;
return _output;
}
vec4 blend_dst_atop(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src + src.w * dst;
}
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 alpha = 1.0;
alpha *= fragPosShifted.x - vRectParams_Stage0.x > -0.5 ? 1.0 : 0.0;
alpha *= vRectParams_Stage0.z - fragPosShifted.x >= -0.5 ? 1.0 : 0.0;
outputCoverage_Stage0 = vec4(alpha);
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_dst_atop(CircleEffect_Stage1_c0_c0(inputColor), CircleBlurFragmentProcessor_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = outputCoverage_Stage0 * output_Stage1;
}
}
[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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