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Added some useful postprocessing shaders
Shaders come in two flavours: - shaders/gl330: OpenGL 3.3+ (Windows, Linux, OSX) - shaders/gles100: OpenGL ES 2.0 (Android, RPI, HTML5)
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34
shaders/gl330/dream_vision.fs
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34
shaders/gl330/dream_vision.fs
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#version 330
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in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 tintColor;
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// NOTE: Add here your custom variables
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void main()
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{
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vec4 color = texture2D(texture0, fragTexCoord);
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color += texture2D(texture0, fragTexCoord + 0.001);
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color += texture2D(texture0, fragTexCoord + 0.003);
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color += texture2D(texture0, fragTexCoord + 0.005);
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color += texture2D(texture0, fragTexCoord + 0.007);
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color += texture2D(texture0, fragTexCoord + 0.009);
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color += texture2D(texture0, fragTexCoord + 0.011);
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color += texture2D(texture0, fragTexCoord - 0.001);
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color += texture2D(texture0, fragTexCoord - 0.003);
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color += texture2D(texture0, fragTexCoord - 0.005);
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color += texture2D(texture0, fragTexCoord - 0.007);
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color += texture2D(texture0, fragTexCoord - 0.009);
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color += texture2D(texture0, fragTexCoord - 0.011);
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color.rgb = vec3((color.r + color.g + color.b)/3.0);
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color = color/9.5;
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fragColor = color;
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}
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