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-rw-r--r--shaders/skia/133-14.shader_test74
1 files changed, 74 insertions, 0 deletions
diff --git a/shaders/skia/133-14.shader_test b/shaders/skia/133-14.shader_test
new file mode 100644
index 0000000..ad7e3ca
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+++ b/shaders/skia/133-14.shader_test
@@ -0,0 +1,74 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec4 urectH_Stage2_c0_c0;
+uniform float uinvSixSigma_Stage2_c0_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_0_Stage2;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+vec4 RectBlurEffect_Stage2_c0_c0(vec4 _input, vec2 _coords) {
+ vec4 _output;
+ float xCoverage, yCoverage;
+ {
+ float x, y;
+ {
+ x = max(urectH_Stage2_c0_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage2_c0_c0.z);
+ y = max(urectH_Stage2_c0_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage2_c0_c0.w);
+ }
+ xCoverage = texture(uTextureSampler_0_Stage2, vec2(x * uinvSixSigma_Stage2_c0_c0, 0.5)).w;
+ yCoverage = texture(uTextureSampler_0_Stage2, vec2(y * uinvSixSigma_Stage2_c0_c0, 0.5)).w;
+ _output = (_input * xCoverage) * yCoverage;
+ }
+ _output = (_input * xCoverage) * yCoverage;
+ return _output;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
+ }
+ vec4 output_Stage2;
+ {
+ float coord = vTransformedCoords_1_Stage0.x - 0.5;
+ float f = fract(coord);
+ coord += 0.5 - f;
+ float f2 = f * f;
+ vec4 w = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f, f2, f2 * f);
+ vec4 c[4];
+ c[0] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord + -1.0, vTransformedCoords_1_Stage0.y));
+ c[1] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord, vTransformedCoords_1_Stage0.y));
+ c[2] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord + 1.0, vTransformedCoords_1_Stage0.y));
+ c[3] = RectBlurEffect_Stage2_c0_c0(vec4(1.0), vec2(coord + 2.0, vTransformedCoords_1_Stage0.y));
+ vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w;
+ bicubicColor = clamp(bicubicColor, 0.0, 1.0);
+ output_Stage2 = bicubicColor * 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);
+}
+