#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; | |
} | |