| #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; | |
| } | |