diff options
Diffstat (limited to 'shaders/skia/16-95.shader_test')
-rw-r--r-- | shaders/skia/16-95.shader_test | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/shaders/skia/16-95.shader_test b/shaders/skia/16-95.shader_test new file mode 100644 index 0000000..24d0eb4 --- /dev/null +++ b/shaders/skia/16-95.shader_test @@ -0,0 +1,73 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec2 uImageIncrement_Stage1; +uniform vec2 uBounds_Stage1; +uniform vec4 uKernel_Stage1[2]; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +void main() { + vec4 output_Stage1; + { + output_Stage1 = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_0_Stage0 - 3.0 * uImageIncrement_Stage1; + vec2 coordSampled = vec2(0.0, 0.0); + coordSampled = coord; + if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) { + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].x; + } + coord += uImageIncrement_Stage1; + coordSampled = coord; + if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) { + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].y; + } + coord += uImageIncrement_Stage1; + coordSampled = coord; + if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) { + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].z; + } + coord += uImageIncrement_Stage1; + coordSampled = coord; + if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) { + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].w; + } + coord += uImageIncrement_Stage1; + coordSampled = coord; + if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) { + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].x; + } + coord += uImageIncrement_Stage1; + coordSampled = coord; + if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) { + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].y; + } + coord += uImageIncrement_Stage1; + coordSampled = coord; + if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) { + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].z; + } + coord += uImageIncrement_Stage1; + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + 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); +} + |