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; }