"use strict";
cc._RF.push(module, '7bd75drVRdIDJfyb/RDPZPh', 'light.frag');
// Script/Shader/light.frag.js

"use strict";

module.exports = "\n#ifdef GL_ES\nprecision lowp float;\n#endif\nvarying vec4 v_fragmentColor;\nvarying vec2 v_texCoord;\nuniform float u_scaleX;\nuniform float a;\nuniform float b;\n\n\nvec4 ellipse( vec2 uv, vec2 center, float a, float b , vec3 color_fill, float strokeWidth, float antialias  ){\n    float a2 = a*a;\n\tfloat b2 = b*b;\n\tfloat x2 = ( uv.x - center.x )*( uv.x - center.x );\n\tfloat y2 = ( uv.y - center.y )*( uv.y - center.y );\n\tfloat d = (x2*b2 + y2*a2 - a2*b2)/( a2*b2 );\n    \n    if( d < 0.0001 ){\n        float t = smoothstep( 0.0, 0.01, d );\n        return vec4( color_fill, 1. - t );\n    }else{//\u63CF\u8FB9\n        float t = smoothstep( 0.0, 0.05, d-strokeWidth );\n        return vec4(0.0, 0.0, 0.0, 1.0-t);\n    }\n}\n\n\nvoid main()\n{\n    vec4 src_color = texture2D(CC_Texture0, v_texCoord).rgba;\n\tvec2 uv= v_texCoord.xy;  \n\tuv = 2.0*uv - 1.0 ;\n\tvec2 center = vec2(0.0, 0.0);\t\n\tvec4 color_red = vec4( 1.0, 0.0, 0.0, 1.0);\n\tvec4 layer1 = vec4(src_color.rgb, 1.0);\n\tvec4 layer2 = ellipse(uv, center, a, b, color_red.rgb, 0.02,1.0);\n\t// gl_FragColor = mix(layer1, layer2, layer2.a);\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5);\n}\n";

cc._RF.pop();