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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);
}
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