diff options
Diffstat (limited to 'shaders/skia/142-12.shader_test')
-rw-r--r-- | shaders/skia/142-12.shader_test | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/shaders/skia/142-12.shader_test b/shaders/skia/142-12.shader_test new file mode 100644 index 0000000..94f72db --- /dev/null +++ b/shaders/skia/142-12.shader_test @@ -0,0 +1,62 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uCoordTransformMatrix_2_Stage0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec3 vTransformedCoords_1_Stage0; +vec4 TextureEffect_Stage2_c0_c0(vec4 _input, vec2 _coords) { + _coords = _coords * uCoordTransformMatrix_2_Stage0.xz + uCoordTransformMatrix_2_Stage0.yw; + vec4 _output; + _output = texture(uTextureSampler_0_Stage2, _coords) * _input; + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + vec2 vTransformedCoords_1_Stage0_ensure2D = vTransformedCoords_1_Stage0.xy / vTransformedCoords_1_Stage0.z; + float coord = vTransformedCoords_1_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_Stage2_c0_c0(vec4(1.0), vec2(vTransformedCoords_1_Stage0_ensure2D.x, coord + -1.0)); + c[1] = TextureEffect_Stage2_c0_c0(vec4(1.0), vec2(vTransformedCoords_1_Stage0_ensure2D.x, coord)); + c[2] = TextureEffect_Stage2_c0_c0(vec4(1.0), vec2(vTransformedCoords_1_Stage0_ensure2D.x, coord + 1.0)); + c[3] = TextureEffect_Stage2_c0_c0(vec4(1.0), vec2(vTransformedCoords_1_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_Stage2 = bicubicColor * output_Stage1; + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec3 vTransformedCoords_1_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + vTransformedCoords_1_Stage0 = uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0); + gl_Position = vec4(position.x, position.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); +} + |