| #version 100 | |
| precision mediump float; | |
| uniform sampler2D uSampler0_Stage0; | |
| uniform vec4 uTexDom_Stage0; | |
| uniform vec3 ucircle_Stage1; | |
| uniform float uRTHeight; | |
| varying vec4 vColor; | |
| varying vec2 vMatrixCoord_Stage0; | |
| void main() { | |
| vec4 fragCoordYDown = | |
| vec4(gl_FragCoord.x, uRTHeight - gl_FragCoord.y, 1.0, 1.0); | |
| vec4 output_Stage0; | |
| { | |
| // Stage 0: TextureDomain | |
| output_Stage0 = (vColor * texture2D( | |
| uSampler0_Stage0, | |
| clamp(vMatrixCoord_Stage0, uTexDom_Stage0.xy, uTexDom_Stage0.zw))); | |
| } | |
| vec4 output_Stage1; | |
| { | |
| // Stage 1: Circle | |
| float d = ucircle_Stage1.z - length(fragCoordYDown.xy - ucircle_Stage1.xy); | |
| d = clamp(d, 0.0, 1.0); | |
| output_Stage1 = (output_Stage0 * d); | |
| } | |
| gl_FragColor = output_Stage1; | |
| } |