Remove trailing spaces
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719c1551cc
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fec0ce34c5
80 changed files with 309 additions and 310 deletions
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@ -20,7 +20,7 @@ void main()
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vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
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if (doGamma)// Apply gamma correction
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if (doGamma) // Apply gamma correction
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{
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color = color/(color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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@ -14,24 +14,21 @@ uniform vec2 textureSize;
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uniform float outlineSize;
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uniform vec4 outlineColor;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
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vec2 texelScale = vec2(0.0);
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vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
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vec2 texelScale = vec2(0.0);
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texelScale.x = outlineSize/textureSize.x;
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texelScale.y = outlineSize/textureSize.y;
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// We sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners = vec4(0.0);
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corners.x = texture2D(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
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corners.y = texture2D(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
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corners.z = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
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// We sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners = vec4(0.0);
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corners.x = texture2D(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
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corners.y = texture2D(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
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corners.z = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 color = mix(vec4(0.0), outlineColor, outline);
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gl_FragColor = mix(color, texel, texel.a);
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 color = mix(vec4(0.0), outlineColor, outline);
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gl_FragColor = mix(color, texel, texel.a);
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}
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@ -2,6 +2,8 @@
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precision mediump float;
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#extension GL_OES_standard_derivatives : enable
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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@ -14,26 +14,26 @@ uniform float time; // Total run time (in secods)
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// Draw circle
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vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color)
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{
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float d = length(position - fragCoord) - radius;
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float t = clamp(d, 0.0, 1.0);
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return vec4(color, 1.0 - t);
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float d = length(position - fragCoord) - radius;
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float t = clamp(d, 0.0, 1.0);
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return vec4(color, 1.0 - t);
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}
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void main()
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{
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vec2 fragCoord = gl_FragCoord.xy;
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vec2 position = vec2(mouse.x, resolution.y - mouse.y);
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float radius = 40.0;
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vec2 fragCoord = gl_FragCoord.xy;
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vec2 position = vec2(mouse.x, resolution.y - mouse.y);
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float radius = 40.0;
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// Draw background layer
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vec4 colorA = vec4(0.2,0.2,0.8, 1.0);
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vec4 colorB = vec4(1.0,0.7,0.2, 1.0);
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vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
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vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
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// Draw circle layer
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vec3 color = vec3(0.9, 0.16, 0.21);
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vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
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// Draw circle layer
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vec3 color = vec3(0.9, 0.16, 0.21);
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vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
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// Blend the two layers
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gl_FragColor = mix(layer1, layer2, layer2.a);
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// Blend the two layers
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gl_FragColor = mix(layer1, layer2, layer2.a);
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}
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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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@ -13,9 +13,9 @@ out vec4 finalColor;
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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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@ -17,19 +17,19 @@ out vec4 finalColor;
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void main()
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{
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vec4 texel = texture(texture0, fragTexCoord); // Get texel color
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vec2 texelScale = vec2(0.0);
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vec4 texel = texture(texture0, fragTexCoord); // Get texel color
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vec2 texelScale = vec2(0.0);
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texelScale.x = outlineSize/textureSize.x;
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texelScale.y = outlineSize/textureSize.y;
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// We sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners = vec4(0.0);
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corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
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corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
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corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
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// We sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners = vec4(0.0);
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corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
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corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
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corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 color = mix(vec4(0.0), outlineColor, outline);
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finalColor = mix(color, texel, texel.a);
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 color = mix(vec4(0.0), outlineColor, outline);
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finalColor = mix(color, texel, texel.a);
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}
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