[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec2 uImageIncrement_Stage1; uniform vec2 uBounds_Stage1; uniform vec4 uKernel_Stage1[7]; 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 - 12.0 * uImageIncrement_Stage1; vec2 coordSampled = vec2(0.0, 0.0); coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].x; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].y; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].z; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].w; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].x; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].y; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].z; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].w; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].x; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].y; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].z; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].w; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].x; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].y; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].z; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].w; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].x; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].y; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].z; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].w; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[5].x; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[5].y; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[5].z; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[5].w; coord += uImageIncrement_Stage1; coordSampled = coord; coordSampled.y = clamp(coord.y, uBounds_Stage1.x, uBounds_Stage1.y); output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[6].x; 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); }