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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec2 uImageIncrement_Stage2;
uniform vec2 uBounds_Stage2;
uniform vec4 uKernel_Stage2[2];
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
void main() {
vec4 output_Stage1;
{
output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
}
vec4 output_Stage2;
{
output_Stage2 = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_1_Stage0 - 2.0 * uImageIncrement_Stage2;
vec2 coordSampled = vec2(0.0, 0.0);
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage2.x, uBounds_Stage2.y - uBounds_Stage2.x) + uBounds_Stage2.x;
output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].x;
coord += uImageIncrement_Stage2;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage2.x, uBounds_Stage2.y - uBounds_Stage2.x) + uBounds_Stage2.x;
output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].y;
coord += uImageIncrement_Stage2;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage2.x, uBounds_Stage2.y - uBounds_Stage2.x) + uBounds_Stage2.x;
output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].z;
coord += uImageIncrement_Stage2;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage2.x, uBounds_Stage2.y - uBounds_Stage2.x) + uBounds_Stage2.x;
output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].w;
coord += uImageIncrement_Stage2;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage2.x, uBounds_Stage2.y - uBounds_Stage2.x) + uBounds_Stage2.x;
output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[1].x;
coord += uImageIncrement_Stage2;
output_Stage2 *= 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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