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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 uCoordTransformMatrix_1_Stage0;
uniform vec4 uCoordTransformMatrix_2_Stage0;
uniform vec4 usubset_Stage1_c0_c0;
uniform vec4 uclamp_Stage1_c0_c0;
uniform vec4 uboundsUniform_Stage2_c1_c0;
uniform float uxInvZoom_Stage2_c1_c0;
uniform float uyInvZoom_Stage2_c1_c0;
uniform float uxInvInset_Stage2_c1_c0;
uniform float uyInvInset_Stage2_c1_c0;
uniform vec2 uoffset_Stage2_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec4 vcolor_Stage0;
noperspective in vec3 vTransformedCoords_0_Stage0;
noperspective in float vinCoverage_Stage0;
vec4 TextureEffect_Stage1_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 = mod(inCoord.x - usubset_Stage1_c0_c0.x, usubset_Stage1_c0_c0.z - usubset_Stage1_c0_c0.x) + usubset_Stage1_c0_c0.x;
subsetCoord.y = mod(inCoord.y - usubset_Stage1_c0_c0.y, usubset_Stage1_c0_c0.w - usubset_Stage1_c0_c0.y) + usubset_Stage1_c0_c0.y;
vec2 clampedCoord;
clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0.x, uclamp_Stage1_c0_c0.z);
clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0.y, uclamp_Stage1_c0_c0.w);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
_output = _input * textureColor;
return _output;
}
vec4 MagnifierEffect_Stage2_c1_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_2_Stage0.xz + uCoordTransformMatrix_2_Stage0.yw;
vec4 _output;
vec2 coord = _coords;
vec2 zoom_coord = uoffset_Stage2_c1_c0 + coord * vec2(uxInvZoom_Stage2_c1_c0, uyInvZoom_Stage2_c1_c0);
vec2 delta = (coord - uboundsUniform_Stage2_c1_c0.xy) * uboundsUniform_Stage2_c1_c0.zw;
delta = min(delta, vec2(1.0, 1.0) - delta);
delta *= vec2(uxInvInset_Stage2_c1_c0, uyInvInset_Stage2_c1_c0);
float weight = 0.0;
if (delta.x < 2.0 && delta.y < 2.0) {
delta = vec2(2.0, 2.0) - delta;
float dist = length(delta);
dist = max(2.0 - dist, 0.0);
weight = min(dist * dist, 1.0);
} else {
vec2 delta_squared = delta * delta;
weight = min(min(delta_squared.x, delta_squared.y), 1.0);
}
_output = texture(uTextureSampler_0_Stage2, mix(coord, zoom_coord, weight));
return _output;
}
void main() {
vec4 outputCoverage_Stage0;
{
float alpha = 1.0;
alpha = vinCoverage_Stage0;
outputCoverage_Stage0 = vec4(alpha);
}
vec4 output_Stage1;
{
vec2 vTransformedCoords_0_Stage0_ensure2D = vTransformedCoords_0_Stage0.xy / vTransformedCoords_0_Stage0.z;
float coord = vTransformedCoords_0_Stage0_ensure2D.y - 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] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0_ensure2D.x, coord + -1.0));
c[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0_ensure2D.x, coord));
c[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0_ensure2D.x, coord + 1.0));
c[3] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0_ensure2D.x, coord + 2.0));
vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w;
bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www));
output_Stage1 = bicubicColor * outputCoverage_Stage0;
}
vec4 output_Stage2;
{
output_Stage2 = MagnifierEffect_Stage2_c1_c0(output_Stage1, gl_FragCoord.xy);
}
{
sk_FragColor = output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
noperspective out vec3 vTransformedCoords_0_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0);
vinCoverage_Stage0 = inCoverage;
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);
}
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