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Diffstat (limited to 'shaders/skia/2203.shader_test')
-rw-r--r-- | shaders/skia/2203.shader_test | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/shaders/skia/2203.shader_test b/shaders/skia/2203.shader_test new file mode 100644 index 0000000..39bdaf3 --- /dev/null +++ b/shaders/skia/2203.shader_test @@ -0,0 +1,63 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uColor_Stage0; +uniform vec4 uCoordTransformMatrix_1_Stage0; +uniform sampler2D uTextureSampler_0_Stage1; +in vec2 vTransformedCoords_0_Stage0; +vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input, vec2 _coords) { + _coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw; + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, _coords) * _input; + return _output; +} +vec4 Bicubic_Stage1_c0_c0(vec4 _input) { + vec4 _output; + float coord = vTransformedCoords_0_Stage0.y - 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] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0.x, coord + -1.0)); + c[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0.x, coord)); + c[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0.x, coord + 1.0)); + c[3] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0.x, coord + 2.0)); + vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w; + bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www)); + _output = bicubicColor * _input; + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = Bicubic_Stage1_c0_c0(vec4(1.0)); + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +out vec2 vTransformedCoords_0_Stage0; +void main() { + vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0); + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + { + vec2 _posTmp = vec2(pos3.x / pos3.z, pos3.y / pos3.z); + _posTmp = floor(_posTmp) + vec2(0.5, 0.5); + gl_Position = vec4(_posTmp, 0.0, 1.0); + } + gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); +} + |