blob: 4fc74dab3dae3d2c40558e4c10b92fef47b9856a [file] [log] [blame]
#version 100
uniform highp float u_skRTHeight;
precision mediump float;
uniform highp vec4 uellipse_Stage1;
uniform vec4 uinnerRect_Stage2;
uniform vec2 uinvRadiiXY_Stage2;
uniform highp vec4 uellipse_Stage3;
varying mediump vec4 vcolor_Stage0;
void main() {
highp vec2 _sktmpCoord = gl_FragCoord.xy;
highp vec4 sk_FragCoord = vec4(_sktmpCoord.x, u_skRTHeight - _sktmpCoord.y, 1.0, 1.0);
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
vec2 d = sk_FragCoord.xy - uellipse_Stage1.xy;
vec2 Z = d * uellipse_Stage1.zw;
float implicit = dot(Z, d) - 1.0;
float grad_dot = 4.0 * dot(Z, Z);
grad_dot = max(grad_dot, 0.0001);
float approx_dist = implicit * inversesqrt(grad_dot);
float alpha;
{
alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
}
output_Stage1 = vec4(alpha);
}
vec4 output_Stage2;
{
vec2 dxy0 = uinnerRect_Stage2.xy - sk_FragCoord.xy;
vec2 dxy1 = sk_FragCoord.xy - uinnerRect_Stage2.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
vec2 Z = dxy * uinvRadiiXY_Stage2.xy;
float implicit = dot(Z, dxy) - 1.0;
float grad_dot = 4.0 * dot(Z, Z);
grad_dot = max(grad_dot, 0.0001);
float approx_dist = implicit * inversesqrt(grad_dot);
float alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
output_Stage2 = output_Stage1 * alpha;
}
vec4 output_Stage3;
{
vec2 d = sk_FragCoord.xy - uellipse_Stage3.xy;
vec2 Z = d * uellipse_Stage3.zw;
float implicit = dot(Z, d) - 1.0;
float grad_dot = 4.0 * dot(Z, Z);
grad_dot = max(grad_dot, 0.0001);
float approx_dist = implicit * inversesqrt(grad_dot);
float alpha;
{
alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
}
output_Stage3 = output_Stage2 * alpha;
}
{
gl_FragColor = outputColor_Stage0 * output_Stage3;
}
}