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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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28
shaders/gl330/pixel.fs
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28
shaders/gl330/pixel.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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const float renderWidth = 1280;
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const float renderHeight = 720;
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uniform float pixelWidth = 5.0f;
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uniform float pixelHeight = 5.0f;
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void main()
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{
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float dx = pixelWidth*(1.0/renderWidth);
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float dy = pixelHeight*(1.0/renderHeight);
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vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
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vec3 tc = texture2D(texture0, coord).rgb;
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fragColor = vec4(tc, 1.0);
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}
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