#version 100 | |
precision mediump float; | |
uniform sampler2D uSampler0_Stage0; | |
uniform vec4 uTexDom_Stage0; | |
uniform vec3 ucircle_Stage1; | |
uniform float uRTHeight; | |
varying vec4 vColor; | |
varying vec2 vMatrixCoord_Stage0; | |
void main() { | |
vec4 fragCoordYDown = | |
vec4(gl_FragCoord.x, uRTHeight - gl_FragCoord.y, 1.0, 1.0); | |
vec4 output_Stage0; | |
{ | |
// Stage 0: TextureDomain | |
output_Stage0 = (vColor * texture2D( | |
uSampler0_Stage0, | |
clamp(vMatrixCoord_Stage0, uTexDom_Stage0.xy, uTexDom_Stage0.zw))); | |
} | |
vec4 output_Stage1; | |
{ | |
// Stage 1: Circle | |
float d = ucircle_Stage1.z - length(fragCoordYDown.xy - ucircle_Stage1.xy); | |
d = clamp(d, 0.0, 1.0); | |
output_Stage1 = (output_Stage0 * d); | |
} | |
gl_FragColor = output_Stage1; | |
} |