mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
Remove trailing spaces
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@ -15,8 +15,8 @@ void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// NOTE: Implement here your fragment shader code
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gl_FragColor = texelColor*colDiffuse;
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}
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@ -13,14 +13,14 @@ uniform mat4 mvp;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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@ -50,7 +50,7 @@ void main()
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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@ -10,9 +10,9 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // lower = smaller glow, better quality
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const vec2 size = vec2(800, 450); // Framebuffer size
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const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
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void main()
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{
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@ -17,14 +17,14 @@ const float renderHeight = 450.0;
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vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
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vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
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void main()
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{
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void main()
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{
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// Texel color fetching from texture sampler
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vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
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tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
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tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
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tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
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tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
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@ -16,27 +16,27 @@ float lumThreshold02 = 0.7;
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float lumThreshold03 = 0.5;
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float lumThreshold04 = 0.3;
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void main()
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void main()
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{
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vec3 tc = vec3(1.0, 1.0, 1.0);
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float lum = length(texture2D(texture0, fragTexCoord).rgb);
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if (lum < lumThreshold01)
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if (lum < lumThreshold01)
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{
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if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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}
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if (lum < lumThreshold02)
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if (lum < lumThreshold02)
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{
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if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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}
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if (lum < lumThreshold03)
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if (lum < lumThreshold03)
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{
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if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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}
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if (lum < lumThreshold04)
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if (lum < lumThreshold04)
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{
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if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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@ -27,12 +27,12 @@ vec4 PostFX(sampler2D tex, vec2 uv)
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int remX = int(mod(cPos.x, size));
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int remY = int(mod(cPos.y, size));
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if (remX == 0 && remY == 0) tlPos = cPos;
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vec2 blPos = tlPos;
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blPos.y += (size - 1.0);
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if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
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{
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if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
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@ -43,7 +43,7 @@ vec4 PostFX(sampler2D tex, vec2 uv)
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if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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else c = vec4(0.0, 0.0, 0.0, 1.0);
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}
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return c;
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}
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@ -21,13 +21,13 @@ void main()
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// The following two variables need to be set per eye
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vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
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// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
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vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x*theta.x + theta.y*theta.y;
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vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
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//vec2 tc = LensCenter + Scale*theta1;
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// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
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vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
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vec2 tcBlue = LensCenter + Scale*thetaBlue;
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@ -21,7 +21,7 @@ void main()
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vec2 uv = vec2(0.0);
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vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
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float d = length(xy);
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if (d < (2.0 - maxFactor))
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{
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d = length(xy * maxFactor);
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@ -52,7 +52,7 @@ void main()
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if (lights[i].enabled == 1)
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{
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vec3 light = vec3(0.0);
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if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
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if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
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@ -67,10 +67,10 @@ void main()
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vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0);
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// Gamma correction
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finalColor = pow(finalColor, vec4(1.0/2.2));
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// Fog calculation
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float dist = length(viewPos - fragPosition);
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@ -14,10 +14,10 @@ void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
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// Convert texel color to grayscale using NTSC conversion weights
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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// Calculate final fragment color
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gl_FragColor = vec4(gray, gray, gray, texelColor.a);
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}
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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@ -17,13 +17,13 @@ const float renderHeight = 450.0;
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float pixelWidth = 5.0;
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float pixelHeight = 5.0;
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void main()
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{
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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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gl_FragColor = vec4(tc, 1.0);
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@ -13,15 +13,15 @@ uniform vec4 colDiffuse;
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float gamma = 0.6;
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float numColors = 8.0;
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void main()
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{
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void main()
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{
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vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
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color = pow(color, vec3(gamma, gamma, gamma));
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color = color*numColors;
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color = floor(color);
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color = color/numColors;
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color = pow(color, vec3(1.0/gamma));
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gl_FragColor = vec4(color, 1.0);
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}
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@ -10,18 +10,18 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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void main()
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void main()
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{
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vec3 color = texture2D(texture0, fragTexCoord).rgb;
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vec3 colors[3];
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colors[0] = vec3(0.0, 0.0, 1.0);
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colors[1] = vec3(1.0, 1.0, 0.0);
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colors[2] = vec3(1.0, 0.0, 0.0);
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float lum = (color.r + color.g + color.b)/3.0;
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vec3 tc = vec3(0.0, 0.0, 0.0);
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if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5);
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else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5);
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@ -35,7 +35,7 @@ void main()
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// Scanlines method 2
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float globalPos = (fragTexCoord.y + offset) * frequency;
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float wavePos = cos((fract(globalPos) - 0.5)*3.14);
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vec4 color = texture2D(texture0, fragTexCoord);
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gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
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@ -11,11 +11,11 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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vec2 resolution = vec2(800.0, 450.0);
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void main()
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void main()
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{
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float x = 1.0/resolution.x;
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float y = 1.0/resolution.y;
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vec4 horizEdge = vec4(0.0);
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
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@ -23,7 +23,7 @@ void main()
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vec4 vertEdge = vec4(0.0);
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
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@ -31,8 +31,8 @@ void main()
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
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gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
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}
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@ -24,16 +24,16 @@ void main()
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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tc -= center;
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float dist = length(tc);
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if (dist < radius)
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if (dist < radius)
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{
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float percent = (radius - dist)/radius;
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float theta = percent*percent*angle*8.0;
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float s = sin(theta);
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float c = cos(theta);
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tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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}
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