summaryrefslogtreecommitdiff
path: root/shaders/skia/7-1.shader_test
blob: 8928aa2da6fd3baf8c1e25ebfb443a857ed403f9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
[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 vec4 usubset_Stage1_c1_c0;
uniform vec4 uclamp_Stage1_c1_c0;
uniform vec4 unorm_Stage1_c1_c0;
uniform vec4 usubset_Stage1_c2_c0;
uniform vec4 uclamp_Stage1_c2_c0;
uniform vec4 unorm_Stage1_c2_c0;
uniform mat3 ucolorSpaceMatrix_Stage1;
uniform vec3 ucolorSpaceTranslate_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 inCoord = vTransformedCoords_0_Stage0;
    vec2 subsetCoord;
    subsetCoord.x = mod(inCoord.x - usubset_Stage1_c0_c0.x, usubset_Stage1_c0_c0.z - usubset_Stage1_c0_c0.x) + 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);
    _output = _input * textureColor;
    return _output;
}
vec4 TextureEffect_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    vec2 inCoord = vTransformedCoords_1_Stage0;
    inCoord *= unorm_Stage1_c1_c0.xy;
    vec2 subsetCoord;
    subsetCoord.x = mod(inCoord.x - usubset_Stage1_c1_c0.x, usubset_Stage1_c1_c0.z - usubset_Stage1_c1_c0.x) + usubset_Stage1_c1_c0.x;
    subsetCoord.y = mod(inCoord.y - usubset_Stage1_c1_c0.y, usubset_Stage1_c1_c0.w - usubset_Stage1_c1_c0.y) + usubset_Stage1_c1_c0.y;
    vec2 clampedCoord;
    clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c1_c0.x, uclamp_Stage1_c1_c0.z);
    clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c1_c0.y, uclamp_Stage1_c1_c0.w);
    vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord * unorm_Stage1_c1_c0.zw);
    float errX = subsetCoord.x - clampedCoord.x;
    float repeatCoordX = errX > 0.0 ? uclamp_Stage1_c1_c0.x : uclamp_Stage1_c1_c0.z;
    float errY = subsetCoord.y - clampedCoord.y;
    float repeatCoordY = errY > 0.0 ? uclamp_Stage1_c1_c0.y : uclamp_Stage1_c1_c0.w;
    if (errX != 0.0 && errY != 0.0) {
        errX = abs(errX);
        textureColor = mix(mix(textureColor, texture(uTextureSampler_1_Stage1, vec2(repeatCoordX, clampedCoord.y) * unorm_Stage1_c1_c0.zw), errX), mix(texture(uTextureSampler_1_Stage1, vec2(clampedCoord.x, repeatCoordY) * unorm_Stage1_c1_c0.zw), texture(uTextureSampler_1_Stage1, vec2(repeatCoordX, repeatCoordY) * unorm_Stage1_c1_c0.zw), errX), abs(errY));
    } else if (errX != 0.0) {
        textureColor = mix(textureColor, texture(uTextureSampler_1_Stage1, vec2(repeatCoordX, clampedCoord.y) * unorm_Stage1_c1_c0.zw), abs(errX));
    } else if (errY != 0.0) {
        textureColor = mix(textureColor, texture(uTextureSampler_1_Stage1, vec2(clampedCoord.x, repeatCoordY) * unorm_Stage1_c1_c0.zw), abs(errY));
    }
    _output = _input * textureColor;
    return _output;
}
vec4 TextureEffect_Stage1_c2_c0(vec4 _input) {
    vec4 _output;
    vec2 inCoord = vTransformedCoords_2_Stage0;
    inCoord *= unorm_Stage1_c2_c0.xy;
    vec2 subsetCoord;
    subsetCoord.x = mod(inCoord.x - usubset_Stage1_c2_c0.x, usubset_Stage1_c2_c0.z - usubset_Stage1_c2_c0.x) + usubset_Stage1_c2_c0.x;
    subsetCoord.y = mod(inCoord.y - usubset_Stage1_c2_c0.y, usubset_Stage1_c2_c0.w - usubset_Stage1_c2_c0.y) + usubset_Stage1_c2_c0.y;
    vec2 clampedCoord;
    clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1_c2_c0.x, uclamp_Stage1_c2_c0.z);
    clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1_c2_c0.y, uclamp_Stage1_c2_c0.w);
    vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord * unorm_Stage1_c2_c0.zw);
    float errX = subsetCoord.x - clampedCoord.x;
    float repeatCoordX = errX > 0.0 ? uclamp_Stage1_c2_c0.x : uclamp_Stage1_c2_c0.z;
    float errY = subsetCoord.y - clampedCoord.y;
    float repeatCoordY = errY > 0.0 ? uclamp_Stage1_c2_c0.y : uclamp_Stage1_c2_c0.w;
    if (errX != 0.0 && errY != 0.0) {
        errX = abs(errX);
        textureColor = mix(mix(textureColor, texture(uTextureSampler_2_Stage1, vec2(repeatCoordX, clampedCoord.y) * unorm_Stage1_c2_c0.zw), errX), mix(texture(uTextureSampler_2_Stage1, vec2(clampedCoord.x, repeatCoordY) * unorm_Stage1_c2_c0.zw), texture(uTextureSampler_2_Stage1, vec2(repeatCoordX, repeatCoordY) * unorm_Stage1_c2_c0.zw), errX), abs(errY));
    } else if (errX != 0.0) {
        textureColor = mix(textureColor, texture(uTextureSampler_2_Stage1, vec2(repeatCoordX, clampedCoord.y) * unorm_Stage1_c2_c0.zw), abs(errX));
    } else if (errY != 0.0) {
        textureColor = mix(textureColor, texture(uTextureSampler_2_Stage1, vec2(clampedCoord.x, repeatCoordY) * unorm_Stage1_c2_c0.zw), abs(errY));
    }
    _output = _input * textureColor;
    return _output;
}
void main() {
    vec4 output_Stage1;
    {
        vec4 planes[3];
        planes[0] = TextureEffect_Stage1_c0_c0(vec4(1.0));
        planes[1] = TextureEffect_Stage1_c1_c0(vec4(1.0));
        planes[2] = TextureEffect_Stage1_c2_c0(vec4(1.0));
        vec4 color = vec4(planes[0].x, planes[1].x, planes[2].x, 1.0);
        color.xyz = clamp(color.xyz * ucolorSpaceMatrix_Stage1 + ucolorSpaceTranslate_Stage1, 0.0, 1.0);
        output_Stage1 = color;
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_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;
    vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_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);
}