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-rw-r--r--shaders/skia/1408.shader_test113
1 files changed, 113 insertions, 0 deletions
diff --git a/shaders/skia/1408.shader_test b/shaders/skia/1408.shader_test
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+++ b/shaders/skia/1408.shader_test
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+[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);
+}
+