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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uCoordTransformMatrix_2_Stage0;
uniform vec4 ustart_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c0_c0_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec4 vcolor_Stage0;
vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
_output = (1.0 - t) * ustart_Stage1_c0_c0_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c0_c0_c1_c0;
return _output;
}
vec4 TiledGradientEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0));
{
{
float t_1 = t.x - 1.0;
float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0;
t.x = abs(tiled_t);
}
_output = SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(t);
}
return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
return blend_src_in(dst, src);
}
vec4 ComposeOne_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = blend_dst_in(_input, TiledGradientEffect_Stage1_c0_c0_c0_c0(vec4(1.0)));
return _output;
}
vec4 TextureEffect_Stage1_c1_c0_c0_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_2_Stage0.xz + uCoordTransformMatrix_2_Stage0.yw;
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, _coords) * _input;
return _output;
}
vec4 Bicubic_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec2 coord = vTransformedCoords_1_Stage0 - vec2(0.5);
vec2 f = fract(coord);
coord += 0.5 - f;
vec4 wx = 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.x, f.x * f.x, (f.x * f.x) * f.x);
vec4 wy = 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.y, f.y * f.y, (f.y * f.y) * f.y);
vec4 rowColors[4];
rowColors[0] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, -1.0));
rowColors[1] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(0.0, -1.0));
rowColors[2] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(1.0, -1.0));
rowColors[3] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(2.0, -1.0));
vec4 s0 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
rowColors[0] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 0.0));
rowColors[1] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord);
rowColors[2] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 0.0));
rowColors[3] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(2.0, 0.0));
vec4 s1 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
rowColors[0] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 1.0));
rowColors[1] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(0.0, 1.0));
rowColors[2] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 1.0));
rowColors[3] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(2.0, 1.0));
vec4 s2 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
rowColors[0] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 2.0));
rowColors[1] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(0.0, 2.0));
rowColors[2] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 2.0));
rowColors[3] = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0), coord + vec2(2.0, 2.0));
vec4 s3 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
vec4 bicubicColor = ((wy.x * s0 + wy.y * s1) + wy.z * s2) + wy.w * s3;
bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www));
_output = bicubicColor * _input;
return _output;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
output_Stage1 = Bicubic_Stage1_c1_c0(ComposeOne_Stage1_c0_c0(outputColor_Stage0));
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec4 vcolor_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;
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);
}
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