| #version 100 | |
| precision mediump float; | |
| uniform sampler2D uSampler0_Stage0; | |
| uniform vec4 urect_Stage1; | |
| uniform float uRTHeight; | |
| varying vec4 vColor; | |
| varying vec2 vMatrixCoord_Stage0; | |
| // This texture is used when Skia renders a box shadow that has a very large | |
| // blur applied to it, relative to box size. It will do so by first rendering | |
| // to a texture and then using that texture to blur, masked by the outside | |
| // of a rectangle. | |
| 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: AARect | |
| float xSub, ySub; | |
| xSub = min(fragCoordYDown.x - urect_Stage1.x, 0.0); | |
| xSub += min(urect_Stage1.z - fragCoordYDown.x, 0.0); | |
| ySub = min(fragCoordYDown.y - urect_Stage1.y, 0.0); | |
| ySub += min(urect_Stage1.w - fragCoordYDown.y, 0.0); | |
| float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); | |
| alpha = 1.0 - alpha; | |
| output_Stage1 = (output_Stage0 * alpha); | |
| } | |
| gl_FragColor = output_Stage1; | |
| } | |