1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
|
[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;
vec2 subsetCoord;
subsetCoord.x = mod(inCoord.x - usubset_Stage1.x, usubset_Stage1.z - usubset_Stage1.x) + usubset_Stage1.x;
subsetCoord.y = mod(inCoord.y - usubset_Stage1.y, usubset_Stage1.w - usubset_Stage1.y) + usubset_Stage1.y;
vec2 clampedCoord;
clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1.x, uclamp_Stage1.z);
clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1.y, uclamp_Stage1.w);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord * unorm_Stage1.zw);
float errX = subsetCoord.x - clampedCoord.x;
float repeatCoordX = errX > 0.0 ? uclamp_Stage1.x : uclamp_Stage1.z;
float errY = subsetCoord.y - clampedCoord.y;
float repeatCoordY = errY > 0.0 ? uclamp_Stage1.y : uclamp_Stage1.w;
if (errX != 0.0 && errY != 0.0) {
errX = abs(errX);
textureColor = mix(mix(textureColor, texture(uTextureSampler_0_Stage1, vec2(repeatCoordX, clampedCoord.y) * unorm_Stage1.zw), errX), mix(texture(uTextureSampler_0_Stage1, vec2(clampedCoord.x, repeatCoordY) * unorm_Stage1.zw), texture(uTextureSampler_0_Stage1, vec2(repeatCoordX, repeatCoordY) * unorm_Stage1.zw), errX), abs(errY));
} else if (errX != 0.0) {
textureColor = mix(textureColor, texture(uTextureSampler_0_Stage1, vec2(repeatCoordX, clampedCoord.y) * unorm_Stage1.zw), abs(errX));
} else if (errY != 0.0) {
textureColor = mix(textureColor, texture(uTextureSampler_0_Stage1, vec2(clampedCoord.x, repeatCoordY) * unorm_Stage1.zw), abs(errY));
}
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);
}
|