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Updated shaders with comments
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@ -1,12 +1,16 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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void main()
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@ -18,25 +22,17 @@ void main()
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{
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for (int j = -3; j < 3; j++)
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{
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sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
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sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
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}
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}
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if (texture(texture0, fragTexCoord).r < 0.3)
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{
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tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
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}
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else
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{
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if (texture(texture0, fragTexCoord).r < 0.5)
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{
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tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
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}
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else
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{
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tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
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}
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}
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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fragColor = tc;
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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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finalColor = tc;
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}
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