stuff
This commit is contained in:
@@ -0,0 +1,31 @@
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// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":2}
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#include "common_blending.h"
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varying vec4 v_TexCoord;
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uniform float g_Multiply; // {"material":"Multiply","default":1,"range":[0.0, 10.0]}
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#if OPACITYMASK == 1
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varying vec2 v_TexCoordOpacity;
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#endif
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Blend texture","mode":"rgbmask","default":"util/white"}
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uniform sampler2D g_Texture2; // {"material":"Opacity mask","mode":"opacitymask","default":"util/white","combo":"OPACITYMASK"}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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vec4 mask = texSample2D(g_Texture1, v_TexCoord.zw);
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float blend = mask.a * g_Multiply;
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#if OPACITYMASK == 1
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blend *= texSample2D(g_Texture2, v_TexCoordOpacity).r;
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#endif
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, mask.rgb, blend);
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,26 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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#if OPACITYMASK == 1
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uniform vec4 g_Texture2Resolution;
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varying vec2 v_TexCoordOpacity;
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#endif
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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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#if OPACITYMASK == 1
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v_TexCoordOpacity = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
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v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
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#endif
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}
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@@ -0,0 +1,27 @@
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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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#ifdef HLSL_SM30
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uniform vec4 g_Texture0Resolution;
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#endif
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void main() {
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vec2 blurredCoords = v_TexCoord.xy;
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#ifdef HLSL_SM30
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blurredCoords += 0.75 / g_Texture0Resolution.zw;
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#endif
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vec4 blurred = texSample2D(g_Texture0, blurredCoords);
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vec4 albedoOld = texSample2D(g_Texture2, v_TexCoord.xy);
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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blurred = mix(albedoOld, blurred, mask);
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gl_FragColor = blurred;
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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 +1,19 @@
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varying vec2 v_TexCoord[4];
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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void main() {
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float weight = 0.0;
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vec4 result = CAST4(0.0);
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for (int i = 0; i < 4; ++i)
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{
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vec4 sample = texSample2D(g_Texture0, v_TexCoord[i]);
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result += sample * sample.a;
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weight += sample.a;
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}
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gl_FragColor.rgb = result.rgb / max(0.001, weight);
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gl_FragColor.a = result.a / 4.0;
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}
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@@ -0,0 +1,17 @@
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec2 v_TexCoord[4];
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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_TexCoord[0] = a_TexCoord - offsets;
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v_TexCoord[1] = a_TexCoord + vec2(offsets.x, -offsets.y);
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v_TexCoord[2] = a_TexCoord + vec2(-offsets.x, offsets.y);
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v_TexCoord[3] = 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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@@ -0,0 +1,26 @@
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// [COMBO] {"material":"Invert","combo":"INVERT","type":"options","default":0}
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varying vec2 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform float g_KeyAlpha; // {"material":"Write alpha","default":0,"range":[0,1]}
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uniform float g_KeyFuzz; // {"material":"Fuzziness","default":0,"range":[0,1]}
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uniform float g_KeyTolerance; // {"material":"Tolerance","default":0.1,"range":[0,1]}
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uniform vec3 g_KeyColor; // {"material":"Color", "type": "color", "default":"1 1 1"}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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float delta = length(g_KeyColor - albedo.rgb); // [0, SQRT_3]
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float blend = smoothstep(0.001, 0.002 + g_KeyFuzz, delta - g_KeyTolerance);
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#if INVERT == 1
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blend = 1.0 - blend;
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#endif
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albedo.a *= mix(g_KeyAlpha, 1.0, blend);
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,12 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec2 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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}
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@@ -0,0 +1,46 @@
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// [COMBO] {"material":"Background","combo":"BACKGROUND","type":"options","default":1}
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#include "common.h"
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varying vec2 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform float g_Size; // {"material":"Size","default":1,"range":[0.01, 1]}
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uniform float g_Scale; // {"material":"Distortion","default":1,"range":[0, 2.5]}
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uniform vec2 g_Center; // {"material":"Center","default":"0.5 0.5"}
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void main() {
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//vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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float aperture = 178.0;
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float apertureHalf = 0.5 * aperture * (M_PI / 180.0);
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float maxFactor = sin(apertureHalf);
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vec2 uv;
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vec2 xy = (v_TexCoord.xy - g_Center) * 2.0 / g_Size;
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float d = length(xy);
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float alpha = 1.0;
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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 = atan2(d, z) / M_PI;
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float phi = atan2(xy.y, xy.x);
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uv.x = r * cos(phi) * g_Size + g_Center.x;
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uv.y = r * sin(phi) * g_Size + g_Center.y;
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}
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else
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{
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uv = v_TexCoord.xy;
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#if BACKGROUND == 0
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alpha = 0.0;
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#endif
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}
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vec4 albedo = texSample2D(g_Texture0, mix(v_TexCoord.xy, uv, g_Scale));
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albedo.a *= alpha;
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,12 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec2 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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}
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@@ -0,0 +1,37 @@
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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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#ifdef HLSL_SM30
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uniform vec4 g_Texture0Resolution;
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#endif
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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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vec2 blurredCoords = v_TexCoord.xy;
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#ifdef HLSL_SM30
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blurredCoords += 0.75 / g_Texture0Resolution.zw;
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#endif
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vec4 blurred = texSample2D(g_Texture0, blurredCoords);
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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 +1,19 @@
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varying vec2 v_TexCoord[4];
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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void main() {
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float weight = 0.0;
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vec4 result = CAST4(0.0);
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for (int i = 0; i < 4; ++i)
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{
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vec4 sample = texSample2D(g_Texture0, v_TexCoord[i]);
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result += sample * sample.a;
|
||||
weight += sample.a;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = result.rgb / max(0.001, weight);
|
||||
gl_FragColor.a = result.a / 4.0;
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
|
||||
attribute vec3 a_Position;
|
||||
attribute vec2 a_TexCoord;
|
||||
|
||||
varying vec2 v_TexCoord[4];
|
||||
|
||||
uniform vec4 g_Texture0Resolution;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(a_Position, 1.0);
|
||||
|
||||
vec2 offsets = 1.0 / g_Texture0Resolution.zw;
|
||||
v_TexCoord[0] = a_TexCoord - offsets;
|
||||
v_TexCoord[1] = a_TexCoord + vec2(offsets.x, -offsets.y);
|
||||
v_TexCoord[2] = a_TexCoord + vec2(-offsets.x, offsets.y);
|
||||
v_TexCoord[3] = a_TexCoord + offsets;
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
|
||||
#if KERNEL == 0
|
||||
varying vec2 v_TexCoord[13];
|
||||
#endif
|
||||
#if KERNEL == 1
|
||||
varying vec2 v_TexCoord[7];
|
||||
#endif
|
||||
#if KERNEL == 2
|
||||
varying vec2 v_TexCoord[3];
|
||||
#endif
|
||||
|
||||
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
|
||||
|
||||
void main() {
|
||||
#if KERNEL == 0
|
||||
vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.006299 +
|
||||
texSample2D(g_Texture0, v_TexCoord[1]) * 0.017298 +
|
||||
texSample2D(g_Texture0, v_TexCoord[2]) * 0.039533 +
|
||||
texSample2D(g_Texture0, v_TexCoord[3]) * 0.075189 +
|
||||
texSample2D(g_Texture0, v_TexCoord[4]) * 0.119007 +
|
||||
texSample2D(g_Texture0, v_TexCoord[5]) * 0.156756 +
|
||||
texSample2D(g_Texture0, v_TexCoord[6]) * 0.171834 +
|
||||
texSample2D(g_Texture0, v_TexCoord[7]) * 0.156756 +
|
||||
texSample2D(g_Texture0, v_TexCoord[8]) * 0.119007 +
|
||||
texSample2D(g_Texture0, v_TexCoord[9]) * 0.075189 +
|
||||
texSample2D(g_Texture0, v_TexCoord[10]) * 0.039533 +
|
||||
texSample2D(g_Texture0, v_TexCoord[11]) * 0.017298 +
|
||||
texSample2D(g_Texture0, v_TexCoord[12]) * 0.006299;
|
||||
#endif
|
||||
#if KERNEL == 1
|
||||
vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.071303 +
|
||||
texSample2D(g_Texture0, v_TexCoord[1]) * 0.131514 +
|
||||
texSample2D(g_Texture0, v_TexCoord[2]) * 0.189879 +
|
||||
texSample2D(g_Texture0, v_TexCoord[3]) * 0.214607 +
|
||||
texSample2D(g_Texture0, v_TexCoord[4]) * 0.189879 +
|
||||
texSample2D(g_Texture0, v_TexCoord[5]) * 0.131514 +
|
||||
texSample2D(g_Texture0, v_TexCoord[6]) * 0.071303;
|
||||
#endif
|
||||
#if KERNEL == 2
|
||||
vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.25 +
|
||||
texSample2D(g_Texture0, v_TexCoord[1]) * 0.5 +
|
||||
texSample2D(g_Texture0, v_TexCoord[2]) * 0.25;
|
||||
#endif
|
||||
|
||||
gl_FragColor = albedo;
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
|
||||
// [COMBO] {"material":"Kernel size","combo":"KERNEL","type":"options","default":0,"options":{"13x13":0,"7x7":1,"3x3":2}}
|
||||
|
||||
uniform vec2 g_Scale; // {"material":"Scale","default":"1 1","linked":true,"range":[0.01, 2.0]}
|
||||
|
||||
attribute vec3 a_Position;
|
||||
attribute vec2 a_TexCoord;
|
||||
|
||||
#if KERNEL == 0
|
||||
varying vec2 v_TexCoord[13];
|
||||
#endif
|
||||
#if KERNEL == 1
|
||||
varying vec2 v_TexCoord[7];
|
||||
#endif
|
||||
#if KERNEL == 2
|
||||
varying vec2 v_TexCoord[3];
|
||||
#endif
|
||||
|
||||
uniform vec4 g_Texture0Resolution;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(a_Position, 1.0);
|
||||
|
||||
#if VERTICAL
|
||||
float offsetX = 0.0f;
|
||||
float offsetY = g_Scale.y / g_Texture0Resolution.w;
|
||||
#else
|
||||
float offsetX = g_Scale.x / g_Texture0Resolution.z;
|
||||
float offsetY = 0.0f;
|
||||
#endif
|
||||
|
||||
#if KERNEL == 0
|
||||
v_TexCoord[0] = vec2(a_TexCoord.x - offsetX * 6.0, a_TexCoord.y - offsetY * 6.0);
|
||||
v_TexCoord[1] = vec2(a_TexCoord.x - offsetX * 5.0, a_TexCoord.y - offsetY * 5.0);
|
||||
v_TexCoord[2] = vec2(a_TexCoord.x - offsetX * 4.0, a_TexCoord.y - offsetY * 4.0);
|
||||
v_TexCoord[3] = vec2(a_TexCoord.x - offsetX * 3.0, a_TexCoord.y - offsetY * 3.0);
|
||||
v_TexCoord[4] = vec2(a_TexCoord.x - offsetX * 2.0, a_TexCoord.y - offsetY * 2.0);
|
||||
v_TexCoord[5] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
|
||||
v_TexCoord[6] = vec2(a_TexCoord.x, a_TexCoord.y);
|
||||
v_TexCoord[7] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
|
||||
v_TexCoord[8] = vec2(a_TexCoord.x + offsetX * 2.0, a_TexCoord.y + offsetY * 2.0);
|
||||
v_TexCoord[9] = vec2(a_TexCoord.x + offsetX * 3.0, a_TexCoord.y + offsetY * 3.0);
|
||||
v_TexCoord[10] = vec2(a_TexCoord.x + offsetX * 4.0, a_TexCoord.y + offsetY * 4.0);
|
||||
v_TexCoord[11] = vec2(a_TexCoord.x + offsetX * 5.0, a_TexCoord.y + offsetY * 5.0);
|
||||
v_TexCoord[12] = vec2(a_TexCoord.x + offsetX * 6.0, a_TexCoord.y + offsetY * 6.0);
|
||||
#endif
|
||||
#if KERNEL == 1
|
||||
v_TexCoord[0] = vec2(a_TexCoord.x - offsetX * 3.0, a_TexCoord.y - offsetY * 3.0);
|
||||
v_TexCoord[1] = vec2(a_TexCoord.x - offsetX * 2.0, a_TexCoord.y - offsetY * 2.0);
|
||||
v_TexCoord[2] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
|
||||
v_TexCoord[3] = vec2(a_TexCoord.x, a_TexCoord.y);
|
||||
v_TexCoord[4] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
|
||||
v_TexCoord[5] = vec2(a_TexCoord.x + offsetX * 2.0, a_TexCoord.y + offsetY * 2.0);
|
||||
v_TexCoord[6] = vec2(a_TexCoord.x + offsetX * 3.0, a_TexCoord.y + offsetY * 3.0);
|
||||
#endif
|
||||
#if KERNEL == 2
|
||||
v_TexCoord[0] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
|
||||
v_TexCoord[1] = vec2(a_TexCoord.x, a_TexCoord.y);
|
||||
v_TexCoord[2] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
|
||||
// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":9}
|
||||
// [COMBO] {"material":"Pulse alpha","combo":"PULSEALPHA","type":"options","default":0}
|
||||
// [COMBO] {"material":"Pulse color","combo":"PULSECOLOR","type":"options","default":1}
|
||||
|
||||
#include "common_blending.h"
|
||||
|
||||
varying vec2 v_TexCoord;
|
||||
|
||||
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
|
||||
uniform sampler2D g_Texture1; // {"material":"Noise","default":"util/noise"}
|
||||
uniform float g_Time;
|
||||
|
||||
uniform float g_PulseSpeed; // {"material":"Pulse speed","default":3,"range":[0,10]}
|
||||
uniform float g_PulseAmount; // {"material":"Pulse amount","default":1,"range":[0,2]}
|
||||
uniform vec2 g_PulseThresholds; // {"material":"Pulse bounds","default":"0 1"}
|
||||
|
||||
uniform float g_NoiseSpeed; // {"material":"Noise speed","default":0.1,"range":[0,0.5]}
|
||||
uniform float g_NoiseAmount; // {"material":"Noise amount","default":0,"range":[0,2]}
|
||||
|
||||
uniform float g_Power; // {"material":"Power","default":1,"range":[0,4]}
|
||||
uniform vec3 g_TintColor1; // {"material":"Tint low", "type": "color", "default":"1 1 1"}
|
||||
uniform vec3 g_TintColor2; // {"material":"Tint high", "type": "color", "default":"1 1 1"}
|
||||
|
||||
void main() {
|
||||
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
|
||||
|
||||
//float delta = length(g_KeyColor - albedo.rgb); // [0, SQRT_3]
|
||||
//float blend = smoothstep(0.001, 0.002 + g_KeyFuzz, delta - g_KeyTolerance);
|
||||
//albedo.a *= mix(g_KeyAlpha, 1.0, blend);
|
||||
|
||||
float pulse = smoothstep(g_PulseThresholds.x, g_PulseThresholds.y, sin(g_Time * g_PulseSpeed) * 0.5 + 0.5) * g_PulseAmount;
|
||||
float noise = texSample2D(g_Texture1, vec2(g_Time, g_Time * 0.333) * g_NoiseSpeed).r * g_NoiseAmount;
|
||||
|
||||
pulse += noise;
|
||||
pulse = pow(pulse, g_Power);
|
||||
|
||||
#if PULSECOLOR
|
||||
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb * g_TintColor1, albedo.rgb * g_TintColor2, pulse);
|
||||
#endif
|
||||
|
||||
#if PULSEALPHA
|
||||
albedo.a *= pulse;
|
||||
#endif
|
||||
|
||||
|
||||
gl_FragColor = saturate(albedo);
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
|
||||
uniform mat4 g_ModelViewProjectionMatrix;
|
||||
uniform vec4 g_Texture1Resolution;
|
||||
|
||||
attribute vec3 a_Position;
|
||||
attribute vec2 a_TexCoord;
|
||||
|
||||
varying vec2 v_TexCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
|
||||
v_TexCoord.xy = a_TexCoord;
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
|
||||
// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":2}
|
||||
|
||||
#include "common_blending.h"
|
||||
|
||||
varying vec2 v_TexCoord;
|
||||
|
||||
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
|
||||
|
||||
uniform float g_BlendAlpha; // {"material":"Alpha","default":1,"range":[0,1]}
|
||||
uniform vec3 g_TintColor; // {"material":"Color", "type": "color", "default":"1 1 1"}
|
||||
|
||||
void main() {
|
||||
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
|
||||
|
||||
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, g_TintColor, g_BlendAlpha);
|
||||
|
||||
gl_FragColor = albedo;
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
|
||||
uniform mat4 g_ModelViewProjectionMatrix;
|
||||
|
||||
attribute vec3 a_Position;
|
||||
attribute vec2 a_TexCoord;
|
||||
|
||||
varying vec2 v_TexCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
|
||||
v_TexCoord.xy = a_TexCoord;
|
||||
}
|
||||
Reference in New Issue
Block a user