blob: 8fa85330bfc339861b85caefe5de5111684dff45 [file] [log] [blame]
#version 100
precision mediump float;
uniform vec4 urect_Stage0;
uniform float uRTHeight;
varying vec4 vColor;
// Used for rendering non-blurred rectangle shadows.
void main() {
vec4 fragCoordYDown = vec4(gl_FragCoord.x,
uRTHeight - gl_FragCoord.y, 1.0, 1.0);
vec4 output_Stage0;
{
// Stage 0: AARect
float xSub, ySub;
xSub = min(fragCoordYDown.x - urect_Stage0.x, 0.0);
xSub += min(urect_Stage0.z - fragCoordYDown.x, 0.0);
ySub = min(fragCoordYDown.y - urect_Stage0.y, 0.0);
ySub += min(urect_Stage0.w - fragCoordYDown.y, 0.0);
float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
alpha = 1.0 - alpha;
output_Stage0 = (vColor * alpha);
}
gl_FragColor = output_Stage0;
}