Split shell, settings, and compositor into focused modules
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#version 100
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//_DEFINES_
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#if defined(EXTERNAL)
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#extension GL_OES_EGL_image_external : require
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#endif
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precision highp float;
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#if defined(EXTERNAL)
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uniform samplerExternalOES tex;
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#else
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uniform sampler2D tex;
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#endif
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uniform float alpha;
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uniform vec4 visible_rect;
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uniform float material_radius;
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uniform vec2 texture_size;
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uniform vec2 capture_origin;
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uniform float blur_radius;
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uniform float presentation_alpha;
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uniform float background_opacity;
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uniform vec4 tint;
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varying vec2 v_coords;
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void main() {
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vec2 half_size = visible_rect.zw * 0.5;
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vec2 d = abs(gl_FragCoord.xy - visible_rect.xy - half_size) - (half_size - vec2(material_radius));
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float sdf = length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - material_radius;
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float coverage = alpha * presentation_alpha * (1.0 - smoothstep(-0.5, 0.5, sdf));
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if (coverage <= 0.0) { gl_FragColor = vec4(0.0); return; }
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vec2 coords = (gl_FragCoord.xy - capture_origin) / texture_size;
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vec4 color = vec4(0.0);
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float weights = 0.0;
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// A spiral avoids aligning the sampling lattice with wallpaper patterns.
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for (int i = 0; i < 256; i++) {
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float radius = sqrt((float(i) + 0.5) / 256.0);
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float angle = float(i) * 2.39996323;
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vec2 offset = vec2(cos(angle), sin(angle)) * radius * blur_radius / texture_size;
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float weight = exp(-4.5 * radius * radius);
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color += texture2D(tex, coords + offset) * weight;
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weights += weight;
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}
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vec3 background = color.rgb / weights;
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gl_FragColor = vec4(mix(background, tint.rgb, tint.a * background_opacity) * coverage, coverage);
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}
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@@ -0,0 +1,31 @@
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precision highp float;
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uniform float alpha;
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uniform vec4 tint;
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uniform vec4 visible_rect;
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uniform float material_radius;
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uniform float paint_mode;
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uniform vec4 shadow_rect;
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uniform vec2 shadow_values;
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varying vec2 v_coords;
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float rounded_distance(vec2 point, vec4 rect) {
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vec2 half_size = rect.zw * 0.5;
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float radius = min(material_radius, min(half_size.x, half_size.y));
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vec2 d = abs(point - rect.xy - half_size) - (half_size - vec2(radius));
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return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - radius;
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}
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void main() {
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float sdf = rounded_distance(gl_FragCoord.xy, visible_rect);
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float coverage = 1.0 - smoothstep(-0.5, 0.5, sdf);
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if (paint_mode > 0.5) {
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float distance = max(rounded_distance(gl_FragCoord.xy, shadow_rect), 0.0);
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float sigma = max(shadow_values.x * 0.5, 0.5);
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float opacity = exp(-0.5 * distance * distance / (sigma * sigma))
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* shadow_values.y * (1.0 - coverage) * alpha;
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gl_FragColor = vec4(0.0, 0.0, 0.0, opacity);
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} else {
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float opacity = tint.a * coverage * alpha;
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gl_FragColor = vec4(tint.rgb * opacity, opacity);
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}
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}
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@@ -0,0 +1,55 @@
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precision highp float;
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uniform float alpha;
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uniform vec4 clip_rect;
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uniform float radius;
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uniform float border_width;
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uniform vec4 border_color;
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uniform vec4 border_color_to;
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uniform vec4 gradient_line;
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uniform vec4 focus_color;
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uniform vec4 focus_color_to;
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uniform vec4 focus_gradient_line;
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uniform float focus_mix;
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varying vec2 v_coords;
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#if defined(DEBUG_FLAGS)
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uniform float tint;
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#endif
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void main() {
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vec2 point = gl_FragCoord.xy - clip_rect.xy;
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vec2 half_size = clip_rect.zw * 0.5;
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vec2 distance = abs(point - half_size) - (half_size - vec2(radius));
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float signed_distance = length(max(distance, 0.0))
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+ min(max(distance.x, distance.y), 0.0)
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- radius;
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float outer_coverage = 1.0 - smoothstep(-0.5, 0.5, signed_distance);
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vec2 inner_half_size = max(half_size - vec2(border_width), vec2(0.0));
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float inner_radius = max(radius - border_width, 0.0);
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vec2 inner_distance = abs(point - half_size)
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- (inner_half_size - vec2(inner_radius));
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float inner_signed_distance = length(max(inner_distance, 0.0))
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+ min(max(inner_distance.x, inner_distance.y), 0.0)
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- inner_radius;
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float inner_coverage = 1.0 - smoothstep(-0.5, 0.5, inner_signed_distance);
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float coverage = max(outer_coverage - inner_coverage, 0.0);
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float progress = clamp(dot(gl_FragCoord.xy - gradient_line.xy, gradient_line.zw), 0.0, 1.0);
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// Interpolate premultiplied endpoints: a transparent endpoint must not
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// leak its RGB into the visible border or create a dark halo.
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vec4 from = vec4(border_color.rgb * border_color.a, border_color.a);
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vec4 to = vec4(border_color_to.rgb * border_color_to.a, border_color_to.a);
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float focus_progress = clamp(dot(gl_FragCoord.xy - focus_gradient_line.xy, focus_gradient_line.zw), 0.0, 1.0);
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vec4 focus_from = vec4(focus_color.rgb * focus_color.a, focus_color.a);
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vec4 focus_to = vec4(focus_color_to.rgb * focus_color_to.a, focus_color_to.a);
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vec4 color = mix(mix(from, to, progress), mix(focus_from, focus_to, focus_progress), focus_mix) * coverage * alpha;
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#if defined(DEBUG_FLAGS)
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if (tint == 1.0)
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color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
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#endif
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gl_FragColor = color;
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}
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@@ -0,0 +1,49 @@
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#version 100
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//_DEFINES_
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#if defined(EXTERNAL)
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#extension GL_OES_EGL_image_external : require
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#endif
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precision highp float;
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#if defined(EXTERNAL)
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uniform samplerExternalOES tex;
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#else
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uniform sampler2D tex;
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#endif
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uniform float alpha;
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uniform vec4 clip_rect;
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uniform float radius;
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varying vec2 v_coords;
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#if defined(DEBUG_FLAGS)
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uniform float tint;
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#endif
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void main() {
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vec4 color = texture2D(tex, v_coords);
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#if defined(NO_ALPHA)
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color = vec4(color.rgb, 1.0) * alpha;
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#else
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color = color * alpha;
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#endif
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vec2 point = gl_FragCoord.xy - clip_rect.xy;
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vec2 half_size = clip_rect.zw * 0.5;
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vec2 distance = abs(point - half_size) - (half_size - vec2(radius));
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float signed_distance = length(max(distance, 0.0))
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+ min(max(distance.x, distance.y), 0.0)
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- radius;
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float coverage = 1.0 - smoothstep(-0.5, 0.5, signed_distance);
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color *= coverage;
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#if defined(DEBUG_FLAGS)
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if (tint == 1.0)
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color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
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#endif
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gl_FragColor = color;
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}
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@@ -0,0 +1,35 @@
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precision mediump float;
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uniform float alpha;
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uniform vec4 shadow_rect;
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uniform float radius;
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uniform float blur;
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uniform float opacity;
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uniform vec4 shadow_color;
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varying vec2 v_coords;
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#if defined(DEBUG_FLAGS)
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uniform float tint;
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#endif
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void main() {
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vec2 point = gl_FragCoord.xy - shadow_rect.xy;
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vec2 half_size = shadow_rect.zw * 0.5;
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vec2 distance = abs(point - half_size) - (half_size - vec2(radius));
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float signed_distance = length(max(distance, 0.0))
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+ min(max(distance.x, distance.y), 0.0)
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- radius;
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float sigma = max(blur * 0.5, 0.5);
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float normalized_distance = max(signed_distance, 0.0) / sigma;
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float coverage = exp(-0.5 * normalized_distance * normalized_distance);
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vec4 color = vec4(shadow_color.rgb * shadow_color.a, shadow_color.a)
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* coverage * opacity * alpha;
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#if defined(DEBUG_FLAGS)
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if (tint == 1.0)
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color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
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#endif
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gl_FragColor = color;
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}
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