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@@ -60389,6 +60389,29 @@ _
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€Å®ü3€ÓV «ÉêšZÿΔÌ_˜|F^
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"þÿG|:ƒÀé+€ÕÁ ½ôí%Ïàóñº �ÿ2Ó?ƒÁ`° ˜‹XVWÕ;ß.ñÙxý î|*ƒÀÜR Ã់׊Վ»ÃôÏ`0, NŸùO¦ :C>!ƒÁ`ðW¥ ƒÁ`ðWÆÿX `!À`0 ƒÁ`0X 0ƒÁ`À`0ƒ ƒÁ`0 ƒÁ`0X 0ƒÁ`À`0ƒ ƒÁ`0 ƒÁ`0X 0ƒÁ`À`0ƒ ƒÁ`0õø )S/{ž³uá IEND®B`‚#version 100
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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+uniform vec2 resolution = vec2(800, 450);
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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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+ vec4 texelColor = texture2D(texture0, fragTexCoord);
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+
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+ // NOTE: Implement here your fragment shader code
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+
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+ gl_FragColor = texelColor*colDiffuse;
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+}#version 100
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+
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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@@ -60450,4 +60473,511 @@ void main()
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// Calculate final fragment color
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gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
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+}#version 100
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+
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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+
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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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+const float renderHeight = 450.0;
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+
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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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+
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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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+
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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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+
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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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+
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+ gl_FragColor = vec4(tc, 1.0);
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+}# version 100
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+
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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+
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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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+
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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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+
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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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+ {
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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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+ {
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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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+ {
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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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+ gl_FragColor = vec4(tc, 1.0);
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+}# version 100
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+
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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+
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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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+const float renderHeight = 450.0;
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+
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+float stitchingSize = 6.0;
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+int invert = 0;
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+
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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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+
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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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+
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+ if (remX == 0 && remY == 0) tlPos = cPos;
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+
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+ vec2 blPos = tlPos;
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+ blPos.y += (size - 1.0);
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+
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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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+
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+ return c;
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+}
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+
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+void main()
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+{
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+ vec3 tc = PostFX(texture0, fragTexCoord).rgb;
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+
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+ gl_FragColor = vec4(tc, 1.0);
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+}#version 100
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+
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+precision mediump float;
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+
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+// Input vertex attributes (from vertex shader)
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+varying vec2 fragTexCoord;
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+
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+// Input uniform values
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+uniform sampler2D texture0;
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+
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+// NOTE: Default parameters for Oculus Rift DK2 device
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+const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
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+const vec2 RightLensCenter = vec2(0.7136753, 0.5);
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+const vec2 LeftScreenCenter = vec2(0.25, 0.5);
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+const vec2 RightScreenCenter = vec2(0.75, 0.5);
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+const vec2 Scale = vec2(0.25, 0.45);
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+const vec2 ScaleIn = vec2(4.0, 2.5);
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+const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
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+const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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+
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+void main()
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+{
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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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+
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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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+
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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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+
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+ if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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+ else
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+ {
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+ // Do blue texture lookup
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+ float blue = texture2D(texture0, tcBlue).b;
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+
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+ // Do green lookup (no scaling)
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+ vec2 tcGreen = LensCenter + Scale*theta1;
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+ float green = texture2D(texture0, tcGreen).g;
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+
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+ // Do red scale and lookup
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+ vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
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+ vec2 tcRed = LensCenter + Scale*thetaRed;
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+ float red = texture2D(texture0, tcRed).r;
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+
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+ gl_FragColor = vec4(red, green, blue, 1.0);
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+ }
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+}
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+#version 100
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+
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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+
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+void main()
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+{
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+ vec4 color = texture2D(texture0, fragTexCoord);
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+
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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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+
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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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+
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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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+
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+ gl_FragColor = color;
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+} #version 100
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+
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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+
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+const float PI = 3.1415926535;
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+
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+void main()
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+{
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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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+
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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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+
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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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+
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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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+
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+ gl_FragColor = texture2D(texture0, uv);
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+}#version 100
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+
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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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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+ vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
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+
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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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+
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+ // Calculate final fragment color
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+ gl_FragColor = vec4(gray, gray, gray, texelColor.a);
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+}#version 100
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+
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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+
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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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+const float renderHeight = 450.0;
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+
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+const float pixelWidth = 5.0;
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+const float pixelHeight = 5.0;
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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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+
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+ vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
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+
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+ vec3 tc = texture2D(texture0, coord).rgb;
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+
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+ gl_FragColor = vec4(tc, 1.0);
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+}#version 100
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+
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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+
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+float gamma = 0.6;
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+float numColors = 8.0;
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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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+
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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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+
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+ gl_FragColor = vec4(color, 1.0);
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+}#version 100
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+
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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+
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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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+
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+ float lum = (color.r + color.g + color.b)/3.0;
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+
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+ vec3 tc = vec3(0.0, 0.0, 0.0);
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+
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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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+
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+ gl_FragColor = vec4(tc, 1.0);
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+}#version 100
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+
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+precision mediump float;
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+
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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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+
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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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+
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+// NOTE: Add here your custom variables
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+
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+float offset = 0.0;
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+float frequency = 450.0/3.0;
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+
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+uniform float time;
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+
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+void main()
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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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+
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+ vec4 color = texture2D(texture0, fragTexCoord);
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+
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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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+
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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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|
+
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|
+ vec4 color = texture2D(texture0, fragTexCoord);
|
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|
+
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|
+ gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
|
|
|
+}#version 100
|
|
|
+
|
|
|
+precision mediump float;
|
|
|
+
|
|
|
+// Input vertex attributes (from vertex shader)
|
|
|
+varying vec2 fragTexCoord;
|
|
|
+varying vec4 fragColor;
|
|
|
+
|
|
|
+// Input uniform values
|
|
|
+uniform sampler2D texture0;
|
|
|
+uniform vec4 colDiffuse;
|
|
|
+
|
|
|
+// NOTE: Add here your custom variables
|
|
|
+vec2 resolution = vec2(800.0, 450.0);
|
|
|
+
|
|
|
+void main()
|
|
|
+{
|
|
|
+ float x = 1.0/resolution.x;
|
|
|
+ float y = 1.0/resolution.y;
|
|
|
+
|
|
|
+ vec4 horizEdge = vec4(0.0);
|
|
|
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
|
|
|
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
|
|
|
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
|
|
|
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
|
|
|
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
|
|
|
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
|
|
|
+
|
|
|
+ vec4 vertEdge = vec4(0.0);
|
|
|
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
|
|
|
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
|
|
|
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
|
|
|
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
|
|
|
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
|
|
|
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
|
|
|
+
|
|
|
+ vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
|
|
|
+
|
|
|
+ gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
|
|
|
+}#version 100
|
|
|
+
|
|
|
+precision mediump float;
|
|
|
+
|
|
|
+// Input vertex attributes (from vertex shader)
|
|
|
+varying vec2 fragTexCoord;
|
|
|
+varying vec4 fragColor;
|
|
|
+
|
|
|
+// Input uniform values
|
|
|
+uniform sampler2D texture0;
|
|
|
+uniform vec4 colDiffuse;
|
|
|
+
|
|
|
+// NOTE: Add here your custom variables
|
|
|
+
|
|
|
+// NOTE: Render size values should be passed from code
|
|
|
+const float renderWidth = 800;
|
|
|
+const float renderHeight = 450;
|
|
|
+
|
|
|
+float radius = 250.0;
|
|
|
+float angle = 0.8;
|
|
|
+
|
|
|
+uniform vec2 center;
|
|
|
+
|
|
|
+void main()
|
|
|
+{
|
|
|
+ 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;
|
|
|
+ vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
|
|
|
+
|
|
|
+ gl_FragColor = vec4(color.rgb, 1.0);;
|
|
|
}
|