diff options
Diffstat (limited to 'shaders/skia/19-183.shader_test')
-rw-r--r-- | shaders/skia/19-183.shader_test | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/shaders/skia/19-183.shader_test b/shaders/skia/19-183.shader_test new file mode 100644 index 0000000..11b72ba --- /dev/null +++ b/shaders/skia/19-183.shader_test @@ -0,0 +1,77 @@ +[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 vec2 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 coord = vTransformedCoords_1_Stage0 - vec2(0.5); + vec2 f = fract(coord); + coord += 0.5 - f; + vec4 wx = 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.x, f.x * f.x, (f.x * f.x) * f.x); + vec4 wy = 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.y, f.y * f.y, (f.y * f.y) * f.y); + vec4 rowColors[4]; + rowColors[0] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(-1.0, -1.0)); + rowColors[1] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(0.0, -1.0)); + rowColors[2] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(1.0, -1.0)); + rowColors[3] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(2.0, -1.0)); + vec4 s0 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + rowColors[0] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(-1.0, 0.0)); + rowColors[1] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord); + rowColors[2] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(1.0, 0.0)); + rowColors[3] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(2.0, 0.0)); + vec4 s1 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + rowColors[0] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(-1.0, 1.0)); + rowColors[1] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(0.0, 1.0)); + rowColors[2] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(1.0, 1.0)); + rowColors[3] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(2.0, 1.0)); + vec4 s2 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + rowColors[0] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(-1.0, 2.0)); + rowColors[1] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(0.0, 2.0)); + rowColors[2] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(1.0, 2.0)); + rowColors[3] = TextureEffect_Stage2_c0_c0(vec4(1.0), coord + vec2(2.0, 2.0)); + vec4 s3 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + vec4 bicubicColor = ((wy.x * s0 + wy.y * s1) + wy.z * s2) + wy.w * s3; + 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 vec2 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)).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); +} + |