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https://github.com/Ttanasart-pt/Pixel-Composer.git
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46 lines
1.2 KiB
Text
46 lines
1.2 KiB
Text
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec4 color;
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uniform float intensity;
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uniform float band;
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uniform int atten;
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uniform float exponent;
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void main() {
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vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord);
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float bright = (samp.r + samp.b + samp.g) / 3.;
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if(atten == 0) bright = pow(bright, exponent);
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else if(atten == 1) bright = 1. - pow(1. - bright, exponent);
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else if(atten == 2) bright = bright;
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bright *= intensity;
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if(band > 0.) bright = ceil(bright * band) / band;
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gl_FragColor = vec4(color.rgb * bright, 1.);
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}
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