| #version 100 |
| |
| uniform highp float u_skRTHeight; |
| precision mediump float; |
| uniform vec4 ucircleData_Stage1; |
| uniform vec4 ucircle_Stage2; |
| uniform highp sampler2D uTextureSampler_0_Stage1; |
| varying mediump vec4 vcolor_Stage0; |
| void main() { |
| highp vec2 _sktmpCoord = gl_FragCoord.xy; |
| highp vec4 sk_FragCoord = vec4(_sktmpCoord.x, u_skRTHeight - _sktmpCoord.y, 1.0, 1.0); |
| vec4 outputColor_Stage0; |
| { |
| outputColor_Stage0 = vcolor_Stage0; |
| } |
| vec4 output_Stage1; |
| { |
| vec2 vec = vec2((sk_FragCoord.x - ucircleData_Stage1.x) * ucircleData_Stage1.w, (sk_FragCoord.y - ucircleData_Stage1.y) * ucircleData_Stage1.w); |
| float dist = length(vec) + (0.5 - ucircleData_Stage1.z) * ucircleData_Stage1.w; |
| output_Stage1 = vec4(texture2D(uTextureSampler_0_Stage1, vec2(dist, 0.5)).wwww.w); |
| } |
| vec4 output_Stage2; |
| { |
| float d; |
| { |
| d = (length((ucircle_Stage2.xy - sk_FragCoord.xy) * ucircle_Stage2.w) - 1.0) * ucircle_Stage2.z; |
| } |
| { |
| d = clamp(d, 0.0, 1.0); |
| } |
| output_Stage2 = output_Stage1 * d; |
| } |
| { |
| gl_FragColor = outputColor_Stage0 * output_Stage2; |
| } |
| } |