summaryrefslogtreecommitdiff
path: root/shaders/skia/1105.shader_test
blob: 25eb7ce44f06ce40a35c6793693e55319cd48c08 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
uniform vec2 uImageIncrement_Stage1;
uniform vec2 uBounds_Stage1;
uniform vec4 uKernel_Stage1[3];
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 - 4.0 * uImageIncrement_Stage1;
        vec2 coordSampled = vec2(0.0, 0.0);
        coordSampled = coord;
        if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
            output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].x;
        }
        coord += uImageIncrement_Stage1;
        coordSampled = coord;
        if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
            output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].y;
        }
        coord += uImageIncrement_Stage1;
        coordSampled = coord;
        if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
            output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].z;
        }
        coord += uImageIncrement_Stage1;
        coordSampled = coord;
        if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
            output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].w;
        }
        coord += uImageIncrement_Stage1;
        coordSampled = coord;
        if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
            output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].x;
        }
        coord += uImageIncrement_Stage1;
        coordSampled = coord;
        if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
            output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].y;
        }
        coord += uImageIncrement_Stage1;
        coordSampled = coord;
        if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
            output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].z;
        }
        coord += uImageIncrement_Stage1;
        coordSampled = coord;
        if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
            output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].w;
        }
        coord += uImageIncrement_Stage1;
        coordSampled = coord;
        if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
            output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].x;
        }
        coord += uImageIncrement_Stage1;
    }
    {
        sk_FragColor = vec4(0.0);
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
    gl_Position = vec4(pos2.x, pos2.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);
}