Improved shaders_postprocessing example
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c9d6b7e356
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34 changed files with 24630 additions and 22395 deletions
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@ -13,22 +13,22 @@ uniform vec4 colDiffuse;
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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;
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const float renderHeight = 450;
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
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float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
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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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// Texel color fetching from texture sampler
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vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
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for (int i = 1; i < 3; i++)
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{
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tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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}
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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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gl_FragColor = vec4(tc, 1.0);
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}
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@ -12,11 +12,11 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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float hatchOffsetY = 5.0f;
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float lumThreshold01 = 0.9f;
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float lumThreshold02 = 0.7f;
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float lumThreshold03 = 0.5f;
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float lumThreshold04 = 0.3f;
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;
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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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{
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@ -13,12 +13,11 @@ uniform vec4 colDiffuse;
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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;
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const float renderHeight = 450;
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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float stitchingSize = 6.0f;
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uniform int invert = 0;
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float stitchingSize = 6.0;
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int invert = 0;
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vec4 PostFX(sampler2D tex, vec2 uv)
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{
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@ -16,11 +16,11 @@ const float PI = 3.1415926535;
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void main()
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{
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float aperture = 178.0f;
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float aperture = 178.0;
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float apertureHalf = 0.5 * aperture * (PI / 180.0);
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float maxFactor = sin(apertureHalf);
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vec2 uv = vec2(0);
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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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@ -13,11 +13,11 @@ uniform vec4 colDiffuse;
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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;
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const float renderHeight = 450;
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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uniform float pixelWidth = 5.0f;
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uniform float pixelHeight = 5.0f;
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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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@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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void main()
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{
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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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@ -21,10 +21,11 @@ void main()
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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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int ix = (lum < 0.5)? 0:1;
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vec3 tc = mix(colors[ix], colors[ix+1], (lum-float(ix)*0.5)/0.5);
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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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gl_FragColor = vec4(tc, 1.0);
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}
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@ -12,8 +12,8 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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float offset = 0;
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float frequency = 720/3.0;
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float offset = 0.0;
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float frequency = 450.0/3.0;
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uniform float time;
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@ -40,5 +40,5 @@ void main()
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vec4 color = texture2D(texture0, fragTexCoord);
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gl_FragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
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gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
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}
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@ -1,18 +1,17 @@
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#version 330
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#version 100
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precision mediump float;
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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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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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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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uniform vec2 resolution = vec2(800, 450);
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vec2 resolution = vec2(800.0, 450.0);
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void main()
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{
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