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-rw-r--r--shaders/skia/70.shader_test64
1 files changed, 64 insertions, 0 deletions
diff --git a/shaders/skia/70.shader_test b/shaders/skia/70.shader_test
new file mode 100644
index 0000000..796426d
--- /dev/null
+++ b/shaders/skia/70.shader_test
@@ -0,0 +1,64 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 usubset_Stage1_c0_c0;
+uniform vec4 uclamp_Stage1_c0_c0;
+uniform sampler2DRect uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+flat in vec4 vcolor_Stage0;
+vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 inCoord = vTransformedCoords_0_Stage0;
+ 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);
+ float errX = subsetCoord.x - clampedCoord.x;
+ float repeatCoordX = errX > 0.0 ? uclamp_Stage1_c0_c0.x : uclamp_Stage1_c0_c0.z;
+ float errY = subsetCoord.y - clampedCoord.y;
+ float repeatCoordY = errY > 0.0 ? uclamp_Stage1_c0_c0.y : uclamp_Stage1_c0_c0.w;
+ if (errX != 0.0 && errY != 0.0) {
+ errX = abs(errX);
+ textureColor = mix(mix(textureColor, texture(uTextureSampler_0_Stage1, vec2(repeatCoordX, clampedCoord.y)), errX), mix(texture(uTextureSampler_0_Stage1, vec2(clampedCoord.x, repeatCoordY)), texture(uTextureSampler_0_Stage1, vec2(repeatCoordX, repeatCoordY)), errX), abs(errY));
+ } else if (errX != 0.0) {
+ textureColor = mix(textureColor, texture(uTextureSampler_0_Stage1, vec2(repeatCoordX, clampedCoord.y)), abs(errX));
+ } else if (errY != 0.0) {
+ textureColor = mix(textureColor, texture(uTextureSampler_0_Stage1, vec2(clampedCoord.x, repeatCoordY)), abs(errY));
+ }
+ _output = _input * textureColor;
+ return _output;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec4 color;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vcolor_Stage0 = color;
+ 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);
+}
+