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GLSL
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uniform lowp float opacity;
uniform lowp float blurExtent;
uniform lowp vec4 radius;
uniform lowp vec4 color;
uniform lowp vec2 aspect;
varying lowp vec2 coord;
lowp float effectiveRadius( in lowp vec4 radii, in lowp vec2 point )
{
if ( point.x > 0.0 )
return ( point.y > 0.0) ? radii.x : radii.y;
else
return ( point.y > 0.0) ? radii.z : radii.w;
}
void main()
{
lowp vec4 col = vec4(0.0);
if ( opacity > 0.0 )
{
const lowp float minRadius = 0.05;
lowp float e2 = 0.5 * blurExtent;
lowp float r = 2.0 * effectiveRadius( radius, coord );
lowp float f = minRadius / max( r, minRadius );
r += e2 * f;
lowp vec2 d = r + blurExtent - aspect * ( 1.0 - abs( 2.0 * coord ) );
lowp float l = min( max(d.x, d.y), 0.0) + length( max(d, 0.0) );
lowp float shadow = l - r;
lowp float v = smoothstep( -e2, e2, shadow );
col = mix( color, vec4(0.0), v ) * opacity;
}
gl_FragColor = col;
}