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path: root/shaders/skia/133-14.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform vec4 urectH_Stage2_c0_c0;
uniform float uinvSixSigma_Stage2_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 RectBlurEffect_Stage2_c0_c0(vec4 _input, vec2 _coords) {
    vec4 _output;
    float xCoverage, yCoverage;
    {
        float x, y;
        {
            x = max(urectH_Stage2_c0_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage2_c0_c0.z);
            y = max(urectH_Stage2_c0_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage2_c0_c0.w);
        }
        xCoverage = texture(uTextureSampler_0_Stage2, vec2(x * uinvSixSigma_Stage2_c0_c0, 0.5)).w;
        yCoverage = texture(uTextureSampler_0_Stage2, vec2(y * uinvSixSigma_Stage2_c0_c0, 0.5)).w;
        _output = (_input * xCoverage) * yCoverage;
    }
    _output = (_input * xCoverage) * yCoverage;
    return _output;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
    }
    vec4 output_Stage2;
    {
        float coord = vTransformedCoords_1_Stage0.x - 0.5;
        float f = fract(coord);
        coord += 0.5 - f;
        float f2 = f * f;
        vec4 w = 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, f2, f2 * f);
        vec4 c[4];
        c[0] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord + -1.0, vTransformedCoords_1_Stage0.y));
        c[1] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord, vTransformedCoords_1_Stage0.y));
        c[2] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord + 1.0, vTransformedCoords_1_Stage0.y));
        c[3] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord + 2.0, vTransformedCoords_1_Stage0.y));
        vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w;
        bicubicColor = clamp(bicubicColor, 0.0, 1.0);
        output_Stage2 = bicubicColor * output_Stage1;
    }
    {
        sk_FragColor = output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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);
}