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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform vec4 uboundsUniform_Stage1_c0_c0;
uniform float uxInvZoom_Stage1_c0_c0;
uniform float uyInvZoom_Stage1_c0_c0;
uniform float uxInvInset_Stage1_c0_c0;
uniform float uyInvInset_Stage1_c0_c0;
uniform vec2 uoffset_Stage1_c0_c0;
uniform vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uDstTextureSampler_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in float vcoverage_Stage0;
flat in vec4 vgeomDomain_Stage0;
vec4 MagnifierEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec2 coord = vTransformedCoords_0_Stage0;
vec2 zoom_coord = uoffset_Stage1_c0_c0 + coord * vec2(uxInvZoom_Stage1_c0_c0, uyInvZoom_Stage1_c0_c0);
vec2 delta = (coord - uboundsUniform_Stage1_c0_c0.xy) * uboundsUniform_Stage1_c0_c0.zw;
delta = min(delta, vec2(1.0, 1.0) - delta);
delta *= vec2(uxInvInset_Stage1_c0_c0, uyInvInset_Stage1_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_Stage1, mix(coord, zoom_coord, weight));
return _output;
}
vec4 blend_src(vec4 src, vec4 dst) {
return src;
}
void main() {
vec4 outputCoverage_Stage0;
{
float coverage = vcoverage_Stage0;
vec4 geoDomain;
geoDomain = vgeomDomain_Stage0;
if (coverage < 0.5) {
vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
vec2 dists2 = dists4.xy * dists4.zw;
coverage = min(coverage, dists2.x * dists2.y);
}
outputCoverage_Stage0 = vec4(coverage);
}
vec4 output_Stage1;
{
output_Stage1 = MagnifierEffect_Stage1_c0_c0(vec4(1.0));
}
{
if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
discard;
}
vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
_dstTexCoord.y = 1.0 - _dstTexCoord.y;
vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
sk_FragColor = blend_src(output_Stage1, _dstColor);
sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in float coverage;
in vec2 localCoord;
in vec4 geomDomain;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out float vcoverage_Stage0;
flat out vec4 vgeomDomain_Stage0;
void main() {
vec2 position = position;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vcoverage_Stage0 = coverage;
vgeomDomain_Stage0 = geomDomain;
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);
}
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