mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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57 lines
1.6 KiB
Text
57 lines
1.6 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 vec2 brightness;
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uniform int brightnessUseSurf;
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uniform sampler2D brightnessSurf;
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uniform vec2 contrast;
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uniform int contrastUseSurf;
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uniform sampler2D contrastSurf;
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void main() {
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float bri = brightness.x;
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if(brightnessUseSurf == 1) {
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vec4 _vMap = texture2D( brightnessSurf, v_vTexcoord );
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bri = mix(brightness.x, brightness.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float con = contrast.x;
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if(contrastUseSurf == 1) {
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vec4 _vMap = texture2D( contrastSurf, v_vTexcoord );
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con = mix(contrast.x, contrast.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 col_b = col + vec4(bri, bri, bri, 0.0);
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vec4 col_bc = vec4(col_b.rgb * con, col_b.a);
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float bright = dot(col_bc.rgb, vec3(0.2126, 0.7152, 0.0722));
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if(bright > 0.5) col_bc.rgb = vec3(1.0);
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else col_bc.rgb = vec3(0.0);
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gl_FragColor = col_bc;
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}
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