| #version 100 |
| |
| uniform highp float u_skRTHeight; |
| precision mediump float; |
| precision mediump sampler2D; |
| uniform highp vec4 urectUniform_Stage1; |
| uniform sampler2D uTextureSampler_0_Stage0; |
| varying highp vec2 vTextureCoords_Stage0; |
| varying highp float vTexIndex_Stage0; |
| varying mediump vec4 vinColor_Stage0; |
| void main() { |
| highp vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTHeight - gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); |
| mediump vec4 outputColor_Stage0; |
| mediump vec4 outputCoverage_Stage0; |
| { |
| outputColor_Stage0 = vinColor_Stage0; |
| mediump vec4 texColor; |
| { |
| texColor = texture2D(uTextureSampler_0_Stage0, vTextureCoords_Stage0).wwww; |
| } |
| outputCoverage_Stage0 = texColor; |
| } |
| mediump vec4 output_Stage1; |
| { |
| mediump float alpha; |
| { |
| mediump float xSub, ySub; |
| xSub = min(sk_FragCoord.x - urectUniform_Stage1.x, 0.0); |
| xSub += min(urectUniform_Stage1.z - sk_FragCoord.x, 0.0); |
| ySub = min(sk_FragCoord.y - urectUniform_Stage1.y, 0.0); |
| ySub += min(urectUniform_Stage1.w - sk_FragCoord.y, 0.0); |
| alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); |
| } |
| output_Stage1 = outputCoverage_Stage0 * alpha; |
| } |
| { |
| gl_FragColor = outputColor_Stage0 * output_Stage1; |
| } |
| } |