blob: 0f503bc0f7e3c018065f035220892902b013dc48 [file] [log] [blame]
uniform sampler2D gradTabTexture;
uniform lowp float opacity;
uniform highp vec2 focalToCenter;
uniform highp float centerRadius;
uniform highp float focalRadius;
varying highp vec2 coord;
void main()
{
highp float rd = centerRadius - focalRadius;
highp float b = 2.0 * (rd * focalRadius + dot(coord, focalToCenter));
highp float fmp2_m_radius2 = -focalToCenter.x * focalToCenter.x - focalToCenter.y * focalToCenter.y + rd * rd;
highp float inverse_2_fmp2_m_radius2 = 1.0 / (2.0 * fmp2_m_radius2);
highp float det = b * b - 4.0 * fmp2_m_radius2 * ((focalRadius * focalRadius) - dot(coord, coord));
lowp vec4 result = vec4(0.0);
if (det >= 0.0) {
highp float detSqrt = sqrt(det);
highp float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2);
if (focalRadius + w * (centerRadius - focalRadius) >= 0.0)
result = texture2D(gradTabTexture, vec2(w, 0.5)) * opacity;
}
gl_FragColor = result;
}