diff options
Diffstat (limited to 'shaders/skia/73.shader_test')
-rw-r--r-- | shaders/skia/73.shader_test | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/shaders/skia/73.shader_test b/shaders/skia/73.shader_test new file mode 100644 index 0000000..4d993f5 --- /dev/null +++ b/shaders/skia/73.shader_test @@ -0,0 +1,62 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 usubset_Stage1_c0_c0; +uniform vec4 uclamp_Stage1_c0_c0; +uniform sampler2DRect uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +flat in vec4 vcolor_Stage0; +vec4 TextureEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec2 inCoord = vTransformedCoords_0_Stage0; + vec2 subsetCoord; + { + float w = usubset_Stage1_c0_c0.z - usubset_Stage1_c0_c0.x; + float w2 = 2.0 * w; + float m = mod(inCoord.x - usubset_Stage1_c0_c0.x, w2); + subsetCoord.x = mix(m, w2 - m, step(w, m)) + usubset_Stage1_c0_c0.x; + } + subsetCoord.y = mod(inCoord.y - usubset_Stage1_c0_c0.y, usubset_Stage1_c0_c0.w - usubset_Stage1_c0_c0.y) + usubset_Stage1_c0_c0.y; + vec2 clampedCoord; + clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c0_c0.x, uclamp_Stage1_c0_c0.z); + clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c0_c0.y, uclamp_Stage1_c0_c0.w); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float errY = subsetCoord.y - clampedCoord.y; + float repeatCoordY = errY > 0.0 ? uclamp_Stage1_c0_c0.y : uclamp_Stage1_c0_c0.w; + if (errY != 0.0) { + textureColor = mix(textureColor, texture(uTextureSampler_0_Stage1, vec2(clampedCoord.x, repeatCoordY)), abs(errY)); + } + _output = _input * textureColor; + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + vcolor_Stage0 = color; + 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); +} + |