diff options
Diffstat (limited to 'shaders/skia/691-3.shader_test')
-rw-r--r-- | shaders/skia/691-3.shader_test | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/shaders/skia/691-3.shader_test b/shaders/skia/691-3.shader_test new file mode 100644 index 0000000..125c880 --- /dev/null +++ b/shaders/skia/691-3.shader_test @@ -0,0 +1,71 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uboundsUniform_Stage2_c0_c0; +uniform float uxInvZoom_Stage2_c0_c0; +uniform float uyInvZoom_Stage2_c0_c0; +uniform float uxInvInset_Stage2_c0_c0; +uniform float uyInvInset_Stage2_c0_c0; +uniform vec2 uoffset_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 MagnifierEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec2 coord = vTransformedCoords_1_Stage0; + vec2 zoom_coord = uoffset_Stage2_c0_c0 + coord * vec2(uxInvZoom_Stage2_c0_c0, uyInvZoom_Stage2_c0_c0); + vec2 delta = (coord - uboundsUniform_Stage2_c0_c0.xy) * uboundsUniform_Stage2_c0_c0.zw; + delta = min(delta, vec2(1.0, 1.0) - delta); + delta *= vec2(uxInvInset_Stage2_c0_c0, uyInvInset_Stage2_c0_c0); + float weight = 0.0; + if (delta.x < 2.0 && delta.y < 2.0) { + delta = vec2(2.0, 2.0) - delta; + float dist = length(delta); + dist = max(2.0 - dist, 0.0); + weight = min(dist * dist, 1.0); + } else { + vec2 delta_squared = delta * delta; + weight = min(min(delta_squared.x, delta_squared.y), 1.0); + } + _output = texture(uTextureSampler_0_Stage2, mix(coord, zoom_coord, weight)); + return _output; +} +vec4 blend_exclusion(vec4 src, vec4 dst) { + return vec4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w); +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + output_Stage2 = blend_exclusion(MagnifierEffect_Stage2_c0_c0(vec4(1.0)), 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); +} + |