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[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform float uPixelSize_Stage1;
uniform vec2 uRange_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
in vec4 vcolor_Stage0;
in vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
output_Stage1 = vec4(1.0, 1.0, 1.0, 1.0);
vec2 coord = vTransformedCoords_0_Stage0;
coord.y -= 8.0 * uPixelSize_Stage1;
for (int i = 0;i < 17; i++) {
output_Stage1 = min(output_Stage1, texture(uTextureSampler_0_Stage1, coord));
coord.y += uPixelSize_Stage1;
}
}
{
sk_FragColor = output_Stage1 * outputColor_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
out vec4 vcolor_Stage0;
out vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
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