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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
uniform vec4 uCoordTransformMatrix_1_Stage0;
uniform float uCoverage_Stage0;
uniform vec4 uclamp_Stage1_c0_c0;
uniform mat4 um_Stage2;
uniform vec4 uv_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 TextureEffect_Stage1_c0_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw;
vec4 _output;
vec2 inCoord = _coords;
vec2 subsetCoord;
subsetCoord.x = inCoord.x;
subsetCoord.y = inCoord.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);
_output = _input * textureColor;
return _output;
}
void main() {
vec4 outputCoverage_Stage0;
{
outputCoverage_Stage0 = vec4(uCoverage_Stage0);
}
vec4 output_Stage1;
{
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(vec4(1.0), vec2(vTransformedCoords_0_Stage0.x, coord + -1.0));
c[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0.x, coord));
c[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(vTransformedCoords_0_Stage0.x, coord + 1.0));
c[3] = TextureEffect_Stage1_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_Stage1 = bicubicColor * outputCoverage_Stage0;
}
vec4 output_Stage2;
{
vec4 inputColor = output_Stage1;
{
float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
}
output_Stage2 = um_Stage2 * inputColor + uv_Stage2;
{
output_Stage2.w = clamp(output_Stage2.w, 0.0, 1.0);
}
}
{
sk_FragColor = vec4(0.0);
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 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);
}
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