diff options
Diffstat (limited to 'shaders/skia/19-18.shader_test')
-rw-r--r-- | shaders/skia/19-18.shader_test | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/shaders/skia/19-18.shader_test b/shaders/skia/19-18.shader_test new file mode 100644 index 0000000..9df0c62 --- /dev/null +++ b/shaders/skia/19-18.shader_test @@ -0,0 +1,68 @@ +[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 extraRepeatCoordY; + float repeatCoordWeightY; + vec2 subsetCoord; + subsetCoord.x = inCoord.x; + { + 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); + extraRepeatCoordY = clamp(extraRepeatCoordY, uclamp_Stage1.y, uclamp_Stage1.w); + vec4 textureColor = mix(texture(uTextureSampler_0_Stage1, clampedCoord * unorm_Stage1.zw), texture(uTextureSampler_0_Stage1, vec2(clampedCoord.x, extraRepeatCoordY) * unorm_Stage1.zw), 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); +} + |