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path: root/shaders/skia/22-16.shader_test
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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;
        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);
}