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Diffstat (limited to 'shaders/skia/1408.shader_test')
-rw-r--r-- | shaders/skia/1408.shader_test | 113 |
1 files changed, 113 insertions, 0 deletions
diff --git a/shaders/skia/1408.shader_test b/shaders/skia/1408.shader_test new file mode 100644 index 0000000..1789de3 --- /dev/null +++ b/shaders/skia/1408.shader_test @@ -0,0 +1,113 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +#extension GL_ARB_fragment_coord_conventions : require +layout(origin_upper_left) in vec4 gl_FragCoord; +out vec4 sk_FragColor; +uniform vec4 uCoordTransformMatrix_1_Stage0; +uniform vec4 uCoordTransformMatrix_2_Stage0; +uniform vec4 usubset_Stage1_c0_c0; +uniform vec4 uclamp_Stage1_c0_c0; +uniform vec4 uboundsUniform_Stage2_c1_c0; +uniform float uxInvZoom_Stage2_c1_c0; +uniform float uyInvZoom_Stage2_c1_c0; +uniform float uxInvInset_Stage2_c1_c0; +uniform float uyInvInset_Stage2_c1_c0; +uniform vec2 uoffset_Stage2_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec4 vcolor_Stage0; +noperspective in vec3 vTransformedCoords_0_Stage0; +noperspective in float vinCoverage_Stage0; +vec4 TextureEffect_Stage1_c0_c0(vec4 _input, vec2 _coords) { + _coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw; + vec4 _output; + vec2 inCoord = _coords; + vec2 subsetCoord; + subsetCoord.x = mod(inCoord.x - usubset_Stage1_c0_c0.x, usubset_Stage1_c0_c0.z - usubset_Stage1_c0_c0.x) + usubset_Stage1_c0_c0.x; + subsetCoord.y = mod(inCoord.y - usubset_Stage1_c0_c0.y, usubset_Stage1_c0_c0.w - usubset_Stage1_c0_c0.y) + usubset_Stage1_c0_c0.y; + vec2 clampedCoord; + clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0.x, uclamp_Stage1_c0_c0.z); + clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0.y, uclamp_Stage1_c0_c0.w); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + _output = _input * textureColor; + return _output; +} +vec4 MagnifierEffect_Stage2_c1_c0(vec4 _input, vec2 _coords) { + _coords = _coords * uCoordTransformMatrix_2_Stage0.xz + uCoordTransformMatrix_2_Stage0.yw; + vec4 _output; + vec2 coord = _coords; + vec2 zoom_coord = uoffset_Stage2_c1_c0 + coord * vec2(uxInvZoom_Stage2_c1_c0, uyInvZoom_Stage2_c1_c0); + vec2 delta = (coord - uboundsUniform_Stage2_c1_c0.xy) * uboundsUniform_Stage2_c1_c0.zw; + delta = min(delta, vec2(1.0, 1.0) - delta); + delta *= vec2(uxInvInset_Stage2_c1_c0, uyInvInset_Stage2_c1_c0); + float weight = 0.0; + if (delta.x < 2.0 && delta.y < 2.0) { + delta = vec2(2.0, 2.0) - delta; + float dist = length(delta); + dist = max(2.0 - dist, 0.0); + weight = min(dist * dist, 1.0); + } else { + vec2 delta_squared = delta * delta; + weight = min(min(delta_squared.x, delta_squared.y), 1.0); + } + _output = texture(uTextureSampler_0_Stage2, mix(coord, zoom_coord, weight)); + return _output; +} +void main() { + vec4 outputCoverage_Stage0; + { + float alpha = 1.0; + alpha = vinCoverage_Stage0; + outputCoverage_Stage0 = vec4(alpha); + } + vec4 output_Stage1; + { + vec2 vTransformedCoords_0_Stage0_ensure2D = vTransformedCoords_0_Stage0.xy / vTransformedCoords_0_Stage0.z; + float coord = vTransformedCoords_0_Stage0_ensure2D.y - 0.5; + float f = fract(coord); + coord += 0.5 - f; + float f2 = f * f; + vec4 w = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f, f2, f2 * f); + vec4 c[4]; + c[0] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0_ensure2D.x, coord + -1.0)); + c[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0_ensure2D.x, coord)); + c[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0_ensure2D.x, coord + 1.0)); + c[3] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0_ensure2D.x, coord + 2.0)); + vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w; + bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www)); + output_Stage1 = bicubicColor * outputCoverage_Stage0; + } + vec4 output_Stage2; + { + output_Stage2 = MagnifierEffect_Stage2_c1_c0(output_Stage1, gl_FragCoord.xy); + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +in vec4 inColor; +in float inCoverage; +noperspective out vec4 vcolor_Stage0; +noperspective out vec3 vTransformedCoords_0_Stage0; +noperspective out float vinCoverage_Stage0; +void main() { + vec4 color = inColor; + vcolor_Stage0 = color; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0); + vinCoverage_Stage0 = inCoverage; + gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0); + gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); +} + |