diff options
Diffstat (limited to 'shaders/skia/94.shader_test')
-rw-r--r-- | shaders/skia/94.shader_test | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/shaders/skia/94.shader_test b/shaders/skia/94.shader_test new file mode 100644 index 0000000..480ed00 --- /dev/null +++ b/shaders/skia/94.shader_test @@ -0,0 +1,95 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 usubset_Stage1_c0_c0_c0_c0; +uniform vec4 uclamp_Stage1_c0_c0_c0_c0; +uniform sampler2DRect uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +flat in vec4 vcolor_Stage0; +vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input, vec2 _coords) { + vec4 _output; + vec2 inCoord = _coords; + vec2 subsetCoord; + { + float w = usubset_Stage1_c0_c0_c0_c0.z - usubset_Stage1_c0_c0_c0_c0.x; + float w2 = 2.0 * w; + float m = mod(inCoord.x - usubset_Stage1_c0_c0_c0_c0.x, w2); + subsetCoord.x = mix(m, w2 - m, step(w, m)) + usubset_Stage1_c0_c0_c0_c0.x; + } + { + float w = usubset_Stage1_c0_c0_c0_c0.w - usubset_Stage1_c0_c0_c0_c0.y; + float w2 = 2.0 * w; + float m = mod(inCoord.y - usubset_Stage1_c0_c0_c0_c0.y, w2); + subsetCoord.y = mix(m, w2 - m, step(w, m)) + usubset_Stage1_c0_c0_c0_c0.y; + } + vec2 clampedCoord; + clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0_c0_c0.x, uclamp_Stage1_c0_c0_c0_c0.z); + clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0_c0_c0.y, uclamp_Stage1_c0_c0_c0_c0.w); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + _output = _input * textureColor; + return _output; +} +vec4 Bicubic_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec2 coord = vTransformedCoords_0_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_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, -1.0)); + rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(0.0, -1.0)); + rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, -1.0)); + rowColors[3] = TextureEffect_Stage1_c0_c0_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_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 0.0)); + rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord); + rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 0.0)); + rowColors[3] = TextureEffect_Stage1_c0_c0_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_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 1.0)); + rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(0.0, 1.0)); + rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 1.0)); + rowColors[3] = TextureEffect_Stage1_c0_c0_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_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 2.0)); + rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(0.0, 2.0)); + rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 2.0)); + rowColors[3] = TextureEffect_Stage1_c0_c0_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 = clamp(bicubicColor, 0.0, 1.0); + _output = bicubicColor * _input; + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = Bicubic_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); +} + |