blob: 78f115bd4a597e5d7279b4b11e5dbc0be33b2c49 [file] [log] [blame]
#version 100
precision mediump float;
uniform sampler2D uSampler0_Stage0;
uniform vec4 uproxyRect_Stage0;
uniform float ucornerRadius_Stage0;
uniform float ublurRadius_Stage0;
uniform float uRTHeight;
uniform vec4 uinnerRect_Stage1;
uniform float uradiusPlusHalf_Stage1;
varying vec4 vColor;
void main()
{
vec4 fragCoordYDown = vec4(gl_FragCoord.x, uRTHeight - gl_FragCoord.y, 1.0, 1.0);
vec4 output_Stage0;
{
// Stage 0: GrRRectBlur
vec2 rectCenter = (uproxyRect_Stage0.xy + uproxyRect_Stage0.zw)/2.0;
vec2 translatedFragPos = fragCoordYDown.xy - uproxyRect_Stage0.xy;
float threshold = ucornerRadius_Stage0 + 2.0*ublurRadius_Stage0;
vec2 middle = uproxyRect_Stage0.zw - uproxyRect_Stage0.xy - 2.0*threshold;
if (translatedFragPos.x >= threshold && translatedFragPos.x < (middle.x+threshold))
{
translatedFragPos.x = threshold;
}
else if (translatedFragPos.x >= (middle.x + threshold))
{
translatedFragPos.x -= middle.x - 1.0;
}
if (translatedFragPos.y > threshold && translatedFragPos.y < (middle.y+threshold))
{
translatedFragPos.y = threshold;
}
else if (translatedFragPos.y >= (middle.y + threshold))
{
translatedFragPos.y -= middle.y - 1.0;
}
vec2 proxyDims = vec2(2.0*threshold+1.0);
vec2 texCoord = translatedFragPos / proxyDims;
output_Stage0 = (vColor * texture2D(uSampler0_Stage0, texCoord).aaaa);
}
vec4 output_Stage1;
{
// Stage 1: CircularRRect
vec2 dxy0 = uinnerRect_Stage1.xy - fragCoordYDown.xy;
vec2 dxy1 = fragCoordYDown.xy - uinnerRect_Stage1.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage1 - length(dxy), 0.0, 1.0);
alpha = 1.0 - alpha;
output_Stage1 = (output_Stage0 * alpha);
}
gl_FragColor = output_Stage1;
}