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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uCoordTransformMatrix_1_Stage0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
flat in vec4 vcolor_Stage0;
noperspective in float vcoverage_Stage0;
vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw;
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, _coords) * _input;
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 outputCoverage_Stage0;
{
float coverage = vcoverage_Stage0;
outputCoverage_Stage0 = vec4(coverage);
}
vec4 output_Stage1;
{
output_Stage1 = Bicubic_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
}
{
sk_FragColor = output_Stage1 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in float coverage;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
flat out vec4 vcolor_Stage0;
noperspective out float vcoverage_Stage0;
void main() {
vec2 position = position;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vcolor_Stage0 = color;
vcoverage_Stage0 = coverage;
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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