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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
noperspective in vec3 vDashParam_Stage0;
noperspective in vec2 vCircleParams_Stage0;
void main() {
{
float xShifted = vDashParam_Stage0.x - floor(vDashParam_Stage0.x / vDashParam_Stage0.z) * vDashParam_Stage0.z;
vec2 fragPosShifted = vec2(xShifted, vDashParam_Stage0.y);
vec2 center = vec2(vCircleParams_Stage0.y, 0.0);
float dist = length(center - fragPosShifted);
float diff = dist - vCircleParams_Stage0.x;
diff = 1.0 - diff;
}
{
sk_FragColor = vec4(0.0);
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec3 inDashParams;
in vec2 inCircleParams;
noperspective out vec3 vDashParam_Stage0;
noperspective out vec2 vCircleParams_Stage0;
void main() {
vDashParam_Stage0 = inDashParams;
vCircleParams_Stage0 = inCircleParams;
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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