stuff
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// [COMBO] {"material":"Greyscale","combo":"GREYSCALE","type":"options","default":0}
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","default":"util/white"}
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uniform sampler2D g_Texture2; // {"material":"Prev","hidden":true}
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uniform float g_Amount; // {"material":"Strength","default":1.0,"range":[0.01, 5]}
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void main() {
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vec4 blurred = texSample2D(g_Texture0, v_TexCoord.xy);
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vec4 albedo = texSample2D(g_Texture2, v_TexCoord.xy);
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vec3 delta = albedo.rgb - blurred.rgb;
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#if GREYSCALE == 1
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delta = CAST3(dot(vec3(0.11, 0.59, 0.3), delta));
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#endif
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vec3 enhanced = albedo.rgb + delta * g_Amount;
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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albedo.rgb = mix(albedo.rgb, enhanced.rgb, mask);
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,16 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xy = a_TexCoord;
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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}
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@@ -0,0 +1,12 @@
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varying vec4 v_TexCoord01;
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varying vec4 v_TexCoord23;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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void main() {
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gl_FragColor = (texSample2D(g_Texture0, v_TexCoord01.xy) +
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texSample2D(g_Texture0, v_TexCoord01.zw) +
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texSample2D(g_Texture0, v_TexCoord23.xy) +
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texSample2D(g_Texture0, v_TexCoord23.zw)) * 0.25;
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}
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@@ -0,0 +1,18 @@
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord01;
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varying vec4 v_TexCoord23;
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uniform vec4 g_Texture0Resolution;
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void main() {
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gl_Position = vec4(a_Position, 1.0);
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vec2 offsets = 1.0 / g_Texture0Resolution.zw;
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v_TexCoord01.xy = a_TexCoord - offsets;
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v_TexCoord01.zw = a_TexCoord + vec2(offsets.x, -offsets.y);
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v_TexCoord23.xy = a_TexCoord + vec2(-offsets.x, offsets.y);
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v_TexCoord23.zw = a_TexCoord + offsets;
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}
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@@ -0,0 +1,46 @@
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#if KERNEL == 0
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varying vec2 v_TexCoord[13];
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#endif
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#if KERNEL == 1
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varying vec2 v_TexCoord[7];
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#endif
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#if KERNEL == 2
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varying vec2 v_TexCoord[3];
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#endif
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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void main() {
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#if KERNEL == 0
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.006299 +
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texSample2D(g_Texture0, v_TexCoord[1]) * 0.017298 +
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texSample2D(g_Texture0, v_TexCoord[2]) * 0.039533 +
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texSample2D(g_Texture0, v_TexCoord[3]) * 0.075189 +
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texSample2D(g_Texture0, v_TexCoord[4]) * 0.119007 +
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texSample2D(g_Texture0, v_TexCoord[5]) * 0.156756 +
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texSample2D(g_Texture0, v_TexCoord[6]) * 0.171834 +
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texSample2D(g_Texture0, v_TexCoord[7]) * 0.156756 +
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texSample2D(g_Texture0, v_TexCoord[8]) * 0.119007 +
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texSample2D(g_Texture0, v_TexCoord[9]) * 0.075189 +
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texSample2D(g_Texture0, v_TexCoord[10]) * 0.039533 +
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texSample2D(g_Texture0, v_TexCoord[11]) * 0.017298 +
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texSample2D(g_Texture0, v_TexCoord[12]) * 0.006299;
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#endif
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#if KERNEL == 1
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.071303 +
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texSample2D(g_Texture0, v_TexCoord[1]) * 0.131514 +
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texSample2D(g_Texture0, v_TexCoord[2]) * 0.189879 +
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texSample2D(g_Texture0, v_TexCoord[3]) * 0.214607 +
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texSample2D(g_Texture0, v_TexCoord[4]) * 0.189879 +
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texSample2D(g_Texture0, v_TexCoord[5]) * 0.131514 +
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texSample2D(g_Texture0, v_TexCoord[6]) * 0.071303;
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#endif
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#if KERNEL == 2
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.25 +
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texSample2D(g_Texture0, v_TexCoord[1]) * 0.5 +
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texSample2D(g_Texture0, v_TexCoord[2]) * 0.25;
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#endif
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,61 @@
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// [COMBO] {"material":"Kernel size","combo":"KERNEL","type":"options","default":0,"options":{"13x13":0,"7x7":1,"3x3":2}}
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uniform vec2 g_Scale; // {"material":"Scale","default":"1 1","linked":true,"range":[0.01, 2.0]}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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#if KERNEL == 0
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varying vec2 v_TexCoord[13];
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#endif
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#if KERNEL == 1
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varying vec2 v_TexCoord[7];
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#endif
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#if KERNEL == 2
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varying vec2 v_TexCoord[3];
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#endif
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uniform vec4 g_Texture0Resolution;
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void main() {
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gl_Position = vec4(a_Position, 1.0);
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#if VERTICAL
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float offsetX = 0.0f;
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float offsetY = g_Scale.y / g_Texture0Resolution.w;
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#else
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float offsetX = g_Scale.x / g_Texture0Resolution.z;
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float offsetY = 0.0f;
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#endif
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#if KERNEL == 0
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v_TexCoord[0] = vec2(a_TexCoord.x - offsetX * 6.0, a_TexCoord.y - offsetY * 6.0);
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v_TexCoord[1] = vec2(a_TexCoord.x - offsetX * 5.0, a_TexCoord.y - offsetY * 5.0);
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v_TexCoord[2] = vec2(a_TexCoord.x - offsetX * 4.0, a_TexCoord.y - offsetY * 4.0);
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v_TexCoord[3] = vec2(a_TexCoord.x - offsetX * 3.0, a_TexCoord.y - offsetY * 3.0);
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v_TexCoord[4] = vec2(a_TexCoord.x - offsetX * 2.0, a_TexCoord.y - offsetY * 2.0);
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v_TexCoord[5] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
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v_TexCoord[6] = vec2(a_TexCoord.x, a_TexCoord.y);
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v_TexCoord[7] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
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v_TexCoord[8] = vec2(a_TexCoord.x + offsetX * 2.0, a_TexCoord.y + offsetY * 2.0);
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v_TexCoord[9] = vec2(a_TexCoord.x + offsetX * 3.0, a_TexCoord.y + offsetY * 3.0);
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v_TexCoord[10] = vec2(a_TexCoord.x + offsetX * 4.0, a_TexCoord.y + offsetY * 4.0);
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v_TexCoord[11] = vec2(a_TexCoord.x + offsetX * 5.0, a_TexCoord.y + offsetY * 5.0);
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v_TexCoord[12] = vec2(a_TexCoord.x + offsetX * 6.0, a_TexCoord.y + offsetY * 6.0);
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#endif
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#if KERNEL == 1
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v_TexCoord[0] = vec2(a_TexCoord.x - offsetX * 3.0, a_TexCoord.y - offsetY * 3.0);
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v_TexCoord[1] = vec2(a_TexCoord.x - offsetX * 2.0, a_TexCoord.y - offsetY * 2.0);
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v_TexCoord[2] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
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v_TexCoord[3] = vec2(a_TexCoord.x, a_TexCoord.y);
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v_TexCoord[4] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
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v_TexCoord[5] = vec2(a_TexCoord.x + offsetX * 2.0, a_TexCoord.y + offsetY * 2.0);
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v_TexCoord[6] = vec2(a_TexCoord.x + offsetX * 3.0, a_TexCoord.y + offsetY * 3.0);
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#endif
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#if KERNEL == 2
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v_TexCoord[0] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
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v_TexCoord[1] = vec2(a_TexCoord.x, a_TexCoord.y);
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v_TexCoord[2] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
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#endif
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}
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