blob: 57cc92e9f4c78f61c305e2c749e36a9d07d0eb30 (
plain)
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
67
68
|
[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uborder_Stage1;
uniform vec4 usubset_Stage1;
uniform vec4 unorm_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 TextureEffect_Stage2_c0_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0) * _input;
return _output;
}
vec4 blend_screen(vec4 src, vec4 dst) {
return src + (1.0 - src) * dst;
}
void main() {
vec4 output_Stage1;
{
vec2 inCoord = vTransformedCoords_0_Stage0;
inCoord *= unorm_Stage1.xy;
vec2 subsetCoord;
subsetCoord.x = inCoord.x;
subsetCoord.y = inCoord.y;
vec2 clampedCoord;
clampedCoord.x = subsetCoord.x;
clampedCoord.y = subsetCoord.y;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord * unorm_Stage1.zw);
if (inCoord.x < usubset_Stage1.x || inCoord.x > usubset_Stage1.z) {
textureColor = uborder_Stage1;
}
if (inCoord.y < usubset_Stage1.y || inCoord.y > usubset_Stage1.w) {
textureColor = uborder_Stage1;
}
output_Stage1 = textureColor;
}
vec4 output_Stage2;
{
output_Stage2 = blend_screen(output_Stage1, TextureEffect_Stage2_c0_c0(vec4(1.0)));
}
{
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);
}
|