2022-01-13 05:24:03 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec2 center;
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uniform float strength;
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uniform float radius;
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2022-12-27 04:00:50 +01:00
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uniform int sampleMode;
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vec4 sampleTexture(vec2 pos) {
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2023-01-17 08:11:55 +01:00
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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2022-12-27 04:00:50 +01:00
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return texture2D(gm_BaseTexture, pos);
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if(sampleMode == 0)
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return vec4(0.);
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if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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return vec4(0.);
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}
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2022-01-13 05:24:03 +01:00
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void main() {
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vec2 pixelPos = v_vTexcoord * dimension;
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vec2 to = pixelPos - center;
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float dis = distance(center, pixelPos);
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float eff = 1. - clamp(dis / radius, 0., 1.);
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float ang = atan(to.y, to.x) + eff * strength;
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2022-09-21 06:09:40 +02:00
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vec2 tex = center + vec2(cos(ang), sin(ang)) * distance(center, pixelPos);
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2022-12-27 04:00:50 +01:00
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gl_FragColor = sampleTexture( tex / dimension );
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2022-01-13 05:24:03 +01:00
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}
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