[require] GLSL >= 1.40 [fragment shader] #version 140 #extension GL_ARB_fragment_coord_conventions : require layout(origin_upper_left) in vec4 gl_FragCoord; out vec4 sk_FragColor; uniform vec4 urectH_Stage2_c0_c0; uniform float uinvSixSigma_Stage2_c0_c0; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_0_Stage2; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; vec4 RectBlurEffect_Stage2_c0_c0(vec4 _input, vec2 _coords) { vec4 _output; float xCoverage, yCoverage; { float x, y; { x = max(urectH_Stage2_c0_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage2_c0_c0.z); y = max(urectH_Stage2_c0_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage2_c0_c0.w); } xCoverage = texture(uTextureSampler_0_Stage2, vec2(x * uinvSixSigma_Stage2_c0_c0, 0.5)).w; yCoverage = texture(uTextureSampler_0_Stage2, vec2(y * uinvSixSigma_Stage2_c0_c0, 0.5)).w; _output = (_input * xCoverage) * yCoverage; } _output = (_input * xCoverage) * yCoverage; return _output; } void main() { vec4 output_Stage1; { output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); } vec4 output_Stage2; { float coord = vTransformedCoords_1_Stage0.x - 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] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord + -1.0, vTransformedCoords_1_Stage0.y)); c[1] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord, vTransformedCoords_1_Stage0.y)); c[2] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord + 1.0, vTransformedCoords_1_Stage0.y)); c[3] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord + 2.0, vTransformedCoords_1_Stage0.y)); vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w; bicubicColor = clamp(bicubicColor, 0.0, 1.0); 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); }