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)
This commit is contained in:
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28 changed files with 929 additions and 0 deletions
19
shaders/gl330/base.vs
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19
shaders/gl330/base.vs
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#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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out vec2 fragTexCoord;
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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// NOTE: Add here your custom variables
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void main()
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{
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fragTexCoord = vertexTexCoord;
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gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
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}
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42
shaders/gl330/bloom.fs
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42
shaders/gl330/bloom.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 sum = vec4(0);
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vec4 tc = vec4(0);
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for (int i = -4; i < 4; i++)
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{
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for (int j = -3; j < 3; j++)
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{
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sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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if (texture2D(texture0, fragTexCoord).r < 0.3)
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{
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tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
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}
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else
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{
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if (texture2D(texture0, fragTexCoord).r < 0.5)
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{
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tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
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}
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else
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{
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tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
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}
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}
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fragColor = tc;
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}
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29
shaders/gl330/blur.fs
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29
shaders/gl330/blur.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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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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void main()
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{
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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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fragColor = vec4(tc, 1.0);
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}
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44
shaders/gl330/cross_hatching.fs
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44
shaders/gl330/cross_hatching.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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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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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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{
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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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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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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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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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fragColor = vec4(tc, 1.0);
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}
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54
shaders/gl330/cross_stitching.fs
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54
shaders/gl330/cross_stitching.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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float stitchingSize = 6.0f;
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uniform int invert = 0;
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vec4 PostFX(sampler2D tex, vec2 uv)
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{
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vec4 c = vec4(0.0);
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float size = stitchingSize;
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vec2 cPos = uv * vec2(renderWidth, renderHeight);
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vec2 tlPos = floor(cPos / vec2(size, size));
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tlPos *= size;
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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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else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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}
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else
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{
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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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void main(void)
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{
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vec3 tc = PostFX(texture0, fragTexCoord).rgb;
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fragColor = vec4(tc, 1.0);
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}
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34
shaders/gl330/dream_vision.fs
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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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40
shaders/gl330/fisheye.fs
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shaders/gl330/fisheye.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 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 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 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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float z = sqrt(1.0 - d * d);
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float r = atan(d, z) / PI;
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float phi = atan(xy.y, xy.x);
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uv.x = r * cos(phi) + 0.5;
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uv.y = r * sin(phi) + 0.5;
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}
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else
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{
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uv = fragTexCoord.xy;
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}
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fragColor = texture2D(texture0, uv);
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}
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20
shaders/gl330/grayscale.fs
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shaders/gl330/grayscale.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 base = texture2D(texture0, fragTexCoord)*tintColor;
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// Convert to grayscale using NTSC conversion weights
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float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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fragColor = vec4(gray, gray, gray, tintColor.a);
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}
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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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26
shaders/gl330/posterization.fs
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26
shaders/gl330/posterization.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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float gamma = 0.6f;
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float numColors = 8.0f;
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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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fragColor = vec4(color, 1.0);
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}
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27
shaders/gl330/predator.fs
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27
shaders/gl330/predator.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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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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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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fragColor = vec4(tc, 1.0);
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}
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41
shaders/gl330/scanlines.fs
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41
shaders/gl330/scanlines.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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float offset = 0;
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float frequency = 720/3.0;
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uniform float time;
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void main (void)
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{
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/*
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// Scanlines method 1
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float tval = 0; //time
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vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
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vec4 color = texture2D(texture0, fragTexCoord);
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color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
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color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
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color *= vec4(0.8, 1.0, 0.7, 1);
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color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
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color *= 0.97 + 0.03*sin(110.0*tval);
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fragColor = color;
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*/
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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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fragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
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}
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41
shaders/gl330/swirl.fs
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41
shaders/gl330/swirl.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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float radius = 250.0;
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float angle = 0.8;
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uniform vec2 center = vec2(200, 200);
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void main (void)
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{
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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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{
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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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tc += center;
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vec3 color = texture2D(texture0, tc/texSize).rgb;
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fragColor = vec4(color, 1.0);;
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}
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19
shaders/gl330/template.fs
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19
shaders/gl330/template.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 texelColor = texture2D(texture0, fragTexCoord);
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// NOTE: Implement here your fragment shader code
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fragColor = texelColor*tintColor;
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}
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21
shaders/gles100/base.vs
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21
shaders/gles100/base.vs
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#version 100
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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varying vec2 fragTexCoord;
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uniform mat4 projectionMatrix;
|
||||
uniform mat4 modelviewMatrix;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 normal = vertexNormal;
|
||||
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
||||
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
42
shaders/gles100/bloom.fs
Normal file
42
shaders/gles100/bloom.fs
Normal file
|
@ -0,0 +1,42 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sum = vec4(0);
|
||||
vec4 tc = vec4(0);
|
||||
|
||||
for (int i = -4; i < 4; i++)
|
||||
{
|
||||
for (int j = -3; j < 3; j++)
|
||||
{
|
||||
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
|
||||
}
|
||||
}
|
||||
|
||||
if (texture2D(texture0, fragTexCoord).r < 0.3)
|
||||
{
|
||||
tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (texture2D(texture0, fragTexCoord).r < 0.5)
|
||||
{
|
||||
tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
|
||||
}
|
||||
else
|
||||
{
|
||||
tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor = tc;
|
||||
}
|
28
shaders/gles100/blur.fs
Normal file
28
shaders/gles100/blur.fs
Normal file
|
@ -0,0 +1,28 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 1280;
|
||||
const float renderHeight = 720;
|
||||
|
||||
float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
|
||||
float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
|
||||
|
||||
for (int i = 1; i < 3; i++)
|
||||
{
|
||||
tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
||||
tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(tc, 1.0);
|
||||
}
|
44
shaders/gles100/cross_hatching.fs
Normal file
44
shaders/gles100/cross_hatching.fs
Normal file
|
@ -0,0 +1,44 @@
|
|||
# version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
float hatchOffsetY = 5.0f;
|
||||
float lumThreshold01 = 0.9f;
|
||||
float lumThreshold02 = 0.7f;
|
||||
float lumThreshold03 = 0.5f;
|
||||
float lumThreshold04 = 0.3f;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 tc = vec3(1.0, 1.0, 1.0);
|
||||
float lum = length(texture2D(texture0, fragTexCoord).rgb);
|
||||
|
||||
if (lum < lumThreshold01)
|
||||
{
|
||||
if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
if (lum < lumThreshold02)
|
||||
{
|
||||
if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
if (lum < lumThreshold03)
|
||||
{
|
||||
if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
if (lum < lumThreshold04)
|
||||
{
|
||||
if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(tc, 1.0);
|
||||
}
|
54
shaders/gles100/cross_stitching.fs
Normal file
54
shaders/gles100/cross_stitching.fs
Normal file
|
@ -0,0 +1,54 @@
|
|||
# version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 1280;
|
||||
const float renderHeight = 720;
|
||||
|
||||
float stitchingSize = 6.0f;
|
||||
|
||||
uniform int invert = 0;
|
||||
|
||||
vec4 PostFX(sampler2D tex, vec2 uv)
|
||||
{
|
||||
vec4 c = vec4(0.0);
|
||||
float size = stitchingSize;
|
||||
vec2 cPos = uv * vec2(renderWidth, renderHeight);
|
||||
vec2 tlPos = floor(cPos / vec2(size, size));
|
||||
tlPos *= size;
|
||||
|
||||
int remX = int(mod(cPos.x, size));
|
||||
int remY = int(mod(cPos.y, size));
|
||||
|
||||
if (remX == 0 && remY == 0) tlPos = cPos;
|
||||
|
||||
vec2 blPos = tlPos;
|
||||
blPos.y += (size - 1.0);
|
||||
|
||||
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
|
||||
{
|
||||
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
|
||||
else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
|
||||
else c = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
|
||||
|
||||
gl_FragColor = vec4(tc, 1.0);
|
||||
}
|
34
shaders/gles100/dream_vision.fs
Normal file
34
shaders/gles100/dream_vision.fs
Normal file
|
@ -0,0 +1,34 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(texture0, fragTexCoord);
|
||||
|
||||
color += texture2D(texture0, fragTexCoord + 0.001);
|
||||
color += texture2D(texture0, fragTexCoord + 0.003);
|
||||
color += texture2D(texture0, fragTexCoord + 0.005);
|
||||
color += texture2D(texture0, fragTexCoord + 0.007);
|
||||
color += texture2D(texture0, fragTexCoord + 0.009);
|
||||
color += texture2D(texture0, fragTexCoord + 0.011);
|
||||
|
||||
color += texture2D(texture0, fragTexCoord - 0.001);
|
||||
color += texture2D(texture0, fragTexCoord - 0.003);
|
||||
color += texture2D(texture0, fragTexCoord - 0.005);
|
||||
color += texture2D(texture0, fragTexCoord - 0.007);
|
||||
color += texture2D(texture0, fragTexCoord - 0.009);
|
||||
color += texture2D(texture0, fragTexCoord - 0.011);
|
||||
|
||||
color.rgb = vec3((color.r + color.g + color.b)/3.0);
|
||||
color = color/9.5;
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
40
shaders/gles100/fisheye.fs
Normal file
40
shaders/gles100/fisheye.fs
Normal file
|
@ -0,0 +1,40 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float PI = 3.1415926535;
|
||||
|
||||
void main()
|
||||
{
|
||||
float aperture = 178.0f;
|
||||
float apertureHalf = 0.5 * aperture * (PI / 180.0);
|
||||
float maxFactor = sin(apertureHalf);
|
||||
|
||||
vec2 uv = vec2(0);
|
||||
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
|
||||
float d = length(xy);
|
||||
|
||||
if (d < (2.0 - maxFactor))
|
||||
{
|
||||
d = length(xy * maxFactor);
|
||||
float z = sqrt(1.0 - d * d);
|
||||
float r = atan(d, z) / PI;
|
||||
float phi = atan(xy.y, xy.x);
|
||||
|
||||
uv.x = r * cos(phi) + 0.5;
|
||||
uv.y = r * sin(phi) + 0.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
uv = fragTexCoord.xy;
|
||||
}
|
||||
|
||||
gl_FragColor = texture2D(texture0, uv);
|
||||
}
|
20
shaders/gles100/grayscale.fs
Normal file
20
shaders/gles100/grayscale.fs
Normal file
|
@ -0,0 +1,20 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
|
||||
|
||||
// Convert to grayscale using NTSC conversion weights
|
||||
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
gl_FragColor = vec4(gray, gray, gray, tintColor.a);
|
||||
}
|
28
shaders/gles100/pixel.fs
Normal file
28
shaders/gles100/pixel.fs
Normal file
|
@ -0,0 +1,28 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 1280;
|
||||
const float renderHeight = 720;
|
||||
|
||||
uniform float pixelWidth = 5.0f;
|
||||
uniform float pixelHeight = 5.0f;
|
||||
|
||||
void main()
|
||||
{
|
||||
float dx = pixelWidth*(1.0/renderWidth);
|
||||
float dy = pixelHeight*(1.0/renderHeight);
|
||||
|
||||
vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
|
||||
|
||||
vec3 tc = texture2D(texture0, coord).rgb;
|
||||
|
||||
gl_FragColor = vec4(tc, 1.0);
|
||||
}
|
26
shaders/gles100/posterization.fs
Normal file
26
shaders/gles100/posterization.fs
Normal file
|
@ -0,0 +1,26 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
float gamma = 0.6;
|
||||
float numColors = 8.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
|
||||
|
||||
color = pow(color, vec3(gamma, gamma, gamma));
|
||||
color = color*numColors;
|
||||
color = floor(color);
|
||||
color = color/numColors;
|
||||
color = pow(color, vec3(1.0/gamma));
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
27
shaders/gles100/predator.fs
Normal file
27
shaders/gles100/predator.fs
Normal file
|
@ -0,0 +1,27 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture2D(texture0, fragTexCoord).rgb;
|
||||
vec3 colors[3];
|
||||
colors[0] = vec3(0.0, 0.0, 1.0);
|
||||
colors[1] = vec3(1.0, 1.0, 0.0);
|
||||
colors[2] = vec3(1.0, 0.0, 0.0);
|
||||
|
||||
float lum = (color.r + color.g + color.b)/3.0;
|
||||
|
||||
int ix = (lum < 0.5)? 0:1;
|
||||
|
||||
vec3 tc = mix(colors[ix], colors[ix+1], (lum-float(ix)*0.5)/0.5);
|
||||
|
||||
gl_FragColor = vec4(tc, 1.0);
|
||||
}
|
41
shaders/gles100/scanlines.fs
Normal file
41
shaders/gles100/scanlines.fs
Normal file
|
@ -0,0 +1,41 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
float offset = 0;
|
||||
float frequency = 720/3.0;
|
||||
|
||||
uniform float time;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
/*
|
||||
// Scanlines method 1
|
||||
float tval = 0; //time
|
||||
vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
|
||||
|
||||
vec4 color = texture2D(texture0, fragTexCoord);
|
||||
|
||||
color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
|
||||
color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
|
||||
color *= vec4(0.8, 1.0, 0.7, 1);
|
||||
color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
|
||||
color *= 0.97 + 0.03*sin(110.0*tval);
|
||||
|
||||
fragColor = color;
|
||||
*/
|
||||
// Scanlines method 2
|
||||
float globalPos = (fragTexCoord.y + offset) * frequency;
|
||||
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
|
||||
|
||||
vec4 color = texture2D(texture0, fragTexCoord);
|
||||
|
||||
gl_FragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
|
||||
}
|
41
shaders/gles100/swirl.fs
Normal file
41
shaders/gles100/swirl.fs
Normal file
|
@ -0,0 +1,41 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 1280;
|
||||
const float renderHeight = 720;
|
||||
|
||||
float radius = 250.0;
|
||||
float angle = 0.8;
|
||||
|
||||
uniform vec2 center = vec2(200, 200);
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
||||
vec2 tc = fragTexCoord*texSize;
|
||||
tc -= center;
|
||||
float dist = length(tc);
|
||||
|
||||
if (dist < radius)
|
||||
{
|
||||
float percent = (radius - dist)/radius;
|
||||
float theta = percent*percent*angle*8.0;
|
||||
float s = sin(theta);
|
||||
float c = cos(theta);
|
||||
|
||||
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
|
||||
}
|
||||
|
||||
tc += center;
|
||||
vec3 color = texture2D(texture0, tc/texSize).rgb;
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);;
|
||||
}
|
19
shaders/gles100/template.fs
Normal file
19
shaders/gles100/template.fs
Normal file
|
@ -0,0 +1,19 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
// NOTE: Implement here your fragment shader code
|
||||
|
||||
gl_FragColor = texelColor*tintColor;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue