summaryrefslogtreecommitdiff
path: root/shaders/skia/13-55.shader_test
blob: 0904f7c710c1d18e5c74477606227b2b4db79866 (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
86
[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uCoordTransformMatrix_1_Stage0;
uniform vec4 uclamp_Stage1_c0_c0_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
flat in vec4 vcolor_Stage0;
vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input, vec2 _coords) {
    _coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw;
    vec4 _output;
    vec2 inCoord = _coords;
    vec2 subsetCoord;
    subsetCoord.x = inCoord.x;
    subsetCoord.y = inCoord.y;
    vec2 clampedCoord;
    clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0_c0_c0.x, uclamp_Stage1_c0_c0_c0_c0.z);
    clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0_c0_c0.y, uclamp_Stage1_c0_c0_c0_c0.w);
    vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
    _output = _input * textureColor;
    return _output;
}
vec4 Bicubic_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    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_c0_c0(vec4(1.0), coord + vec2(-1.0, -1.0));
    rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(0.0, -1.0));
    rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, -1.0));
    rowColors[3] = TextureEffect_Stage1_c0_c0_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_c0_c0(vec4(1.0), coord + vec2(-1.0, 0.0));
    rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord);
    rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 0.0));
    rowColors[3] = TextureEffect_Stage1_c0_c0_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_c0_c0(vec4(1.0), coord + vec2(-1.0, 1.0));
    rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(0.0, 1.0));
    rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 1.0));
    rowColors[3] = TextureEffect_Stage1_c0_c0_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_c0_c0(vec4(1.0), coord + vec2(-1.0, 2.0));
    rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(0.0, 2.0));
    rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 2.0));
    rowColors[3] = TextureEffect_Stage1_c0_c0_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 = bicubicColor * _input;
    return _output;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = Bicubic_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
    vcolor_Stage0 = color;
    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);
}