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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 usubset_Stage1;
uniform vec4 uclamp_Stage1;
uniform vec4 unorm_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
flat in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
vec2 inCoord = vTransformedCoords_0_Stage0;
inCoord *= unorm_Stage1.xy;
float extraRepeatCoordX;
float repeatCoordWeightX;
float extraRepeatCoordY;
float repeatCoordWeightY;
vec2 subsetCoord;
{
float w = usubset_Stage1.z - usubset_Stage1.x;
float w2 = 2.0 * w;
float d = inCoord.x - usubset_Stage1.x;
float m = mod(d, w2);
float o = mix(m, w2 - m, step(w, m));
subsetCoord.x = o + usubset_Stage1.x;
extraRepeatCoordX = (w - o) + usubset_Stage1.x;
float hw = w / 2.0;
float n = mod(d - hw, w2);
repeatCoordWeightX = clamp((mix(n, w2 - n, step(w, n)) - hw) + 0.5, 0.0, 1.0);
}
{
float w = usubset_Stage1.w - usubset_Stage1.y;
float w2 = 2.0 * w;
float d = inCoord.y - usubset_Stage1.y;
float m = mod(d, w2);
float o = mix(m, w2 - m, step(w, m));
subsetCoord.y = o + usubset_Stage1.y;
extraRepeatCoordY = (w - o) + usubset_Stage1.y;
float hw = w / 2.0;
float n = mod(d - hw, w2);
repeatCoordWeightY = clamp((mix(n, w2 - n, step(w, n)) - hw) + 0.5, 0.0, 1.0);
}
vec2 clampedCoord;
clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1.x, uclamp_Stage1.z);
clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1.y, uclamp_Stage1.w);
extraRepeatCoordX = clamp(extraRepeatCoordX, uclamp_Stage1.x, uclamp_Stage1.z);
extraRepeatCoordY = clamp(extraRepeatCoordY, uclamp_Stage1.y, uclamp_Stage1.w);
vec4 textureColor = mix(mix(texture(uTextureSampler_0_Stage1, clampedCoord * unorm_Stage1.zw), texture(uTextureSampler_0_Stage1, vec2(extraRepeatCoordX, clampedCoord.y) * unorm_Stage1.zw), repeatCoordWeightX), mix(texture(uTextureSampler_0_Stage1, vec2(clampedCoord.x, extraRepeatCoordY) * unorm_Stage1.zw), texture(uTextureSampler_0_Stage1, vec2(extraRepeatCoordX, extraRepeatCoordY) * unorm_Stage1.zw), repeatCoordWeightX), repeatCoordWeightY);
output_Stage1 = outputColor_Stage0 * textureColor;
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec2 inLocalCoords;
in vec4 color;
flat out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vcolor_Stage0 = color;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoords, 1.0)).xy;
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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