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27 lines
666 B
GLSL
27 lines
666 B
GLSL
#extension GL_OES_EGL_image_external : require
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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varying vec2 v_texcoord;
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uniform samplerExternalOES texture0;
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uniform float alpha;
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uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
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float compute_coverage() {
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vec4 d = vec4(
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gl_FragCoord.x - dst_bounds.x,
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gl_FragCoord.y - dst_bounds.y,
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dst_bounds.z - gl_FragCoord.x,
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dst_bounds.w - gl_FragCoord.y
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);
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vec4 cov = clamp(d + 0.5, 0.0, 1.0);
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return min(min(cov.x, cov.y), min(cov.z, cov.w));
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}
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void main() {
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gl_FragColor = texture2D(texture0, v_texcoord) * alpha * compute_coverage();
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}
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