blob: a74961c18412bcb7e2e0db3330a287712d3e670c [file] [log] [blame]
#version 100
precision mediump float;
uniform vec4 uinnerRect_Stage1;
uniform float uradiusPlusHalf_Stage1;
uniform float uRTHeight;
uniform vec4 uinnerRect_Stage2;
uniform float uradiusPlusHalf_Stage2;
varying vec4 vColor;
varying vec4 vCircleEdge_Stage0;
void main()
{
vec4 fragCoordYDown = vec4(gl_FragCoord.x, uRTHeight - gl_FragCoord.y, 1.0, 1.0);
vec4 output_Stage0;
{
// Stage 0: CircleEdge
float d = length(vCircleEdge_Stage0.xy);
float edgeAlpha = clamp(vCircleEdge_Stage0.z - d, 0.0, 1.0);
output_Stage0 = vec4(edgeAlpha);
}
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);
}
vec4 output_Stage2;
{
// Stage 2: CircularRRect
vec2 dxy0 = uinnerRect_Stage2.xy - fragCoordYDown.xy;
vec2 dxy1 = fragCoordYDown.xy - uinnerRect_Stage2.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage2 - length(dxy), 0.0, 1.0);
output_Stage2 = (output_Stage1 * alpha);
}
gl_FragColor = (vColor * output_Stage2);
}