#version 100 | |
precision mediump float; | |
uniform sampler2D uSampler0_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: Texture | |
output_Stage0 = (vColor * texture2D(uSampler0_Stage0, vMatrixCoord_Stage0)); | |
} | |
vec4 output_Stage1; | |
{ | |
// Stage 1: Circle | |
float d = length(ucircle_Stage1.xy - fragCoordYDown.xy) - ucircle_Stage1.z; | |
d = clamp(d, 0.0, 1.0); | |
output_Stage1 = (output_Stage0 * d); | |
} | |
gl_FragColor = output_Stage1; | |
} |