[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec4 uCoordTransformMatrix_1_Stage0; uniform sampler2D uTextureSampler_0_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; vec4 TextureEffect_Stage1_c0_c0(vec4 _input, vec2 _coords) { _coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw; vec4 _output; _output = texture(uTextureSampler_0_Stage1, _coords) * _input; return _output; } void main() { vec4 output_Stage1; { 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(vec4(1.0), coord + vec2(-1.0, -1.0)); rowColors[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(0.0, -1.0)); rowColors[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, -1.0)); rowColors[3] = TextureEffect_Stage1_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(vec4(1.0), coord + vec2(-1.0, 0.0)); rowColors[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord); rowColors[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, 0.0)); rowColors[3] = TextureEffect_Stage1_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(vec4(1.0), coord + vec2(-1.0, 1.0)); rowColors[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(0.0, 1.0)); rowColors[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, 1.0)); rowColors[3] = TextureEffect_Stage1_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(vec4(1.0), coord + vec2(-1.0, 2.0)); rowColors[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(0.0, 2.0)); rowColors[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, 2.0)); rowColors[3] = TextureEffect_Stage1_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_Stage1 = bicubicColor; } { 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); }