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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec2 uImageIncrement_Stage1;
uniform vec4 uKernel_Stage1[3];
uniform vec2 uKernelOffset_Stage1;
uniform float uGain_Stage1;
uniform float uBias_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 output_Stage1;
{
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_0_Stage0 - uKernelOffset_Stage1 * uImageIncrement_Stage1;
vec4 c;
{
float k = uKernel_Stage1[0].x;
{
vec2 origCoord = coord;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
sum += c * k;
}
{
float k = uKernel_Stage1[0].y;
{
vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
sum += c * k;
}
{
float k = uKernel_Stage1[0].z;
{
vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
sum += c * k;
}
{
float k = uKernel_Stage1[0].w;
{
vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
sum += c * k;
}
{
float k = uKernel_Stage1[1].x;
{
vec2 origCoord = coord + uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
sum += c * k;
}
{
float k = uKernel_Stage1[1].y;
{
vec2 origCoord = coord + vec2(2.0, 1.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
sum += c * k;
}
{
float k = uKernel_Stage1[1].z;
{
vec2 origCoord = coord + vec2(0.0, 2.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
sum += c * k;
}
{
float k = uKernel_Stage1[1].w;
{
vec2 origCoord = coord + vec2(1.0, 2.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
sum += c * k;
}
{
float k = uKernel_Stage1[2].x;
{
vec2 origCoord = coord + vec2(2.0, 2.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
sum += c * k;
}
output_Stage1 = sum * uGain_Stage1 + uBias_Stage1;
output_Stage1.w = clamp(output_Stage1.w, 0.0, 1.0);
output_Stage1.xyz = clamp(output_Stage1.xyz, 0.0, output_Stage1.w);
}
{
sk_FragColor = output_Stage1;
sk_FragColor = sk_FragColor.wwww;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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);
}
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