mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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49 lines
1.3 KiB
GLSL
49 lines
1.3 KiB
GLSL
//
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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 lwi;
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uniform vec2 lri;
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uniform vec2 lgi;
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uniform vec2 lbi;
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uniform vec2 lai;
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uniform vec2 lwo;
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uniform vec2 lro;
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uniform vec2 lgo;
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uniform vec2 lbo;
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uniform vec2 lao;
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void main() {
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vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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col.r = (col.r - lri.x) / (lri.y - lri.x) * (lro.y - lro.x) + lro.x;
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col.g = (col.g - lgi.x) / (lgi.y - lgi.x) * (lgo.y - lgo.x) + lgo.x;
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col.b = (col.b - lbi.x) / (lbi.y - lbi.x) * (lbo.y - lbo.x) + lbo.x;
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col.a = (col.a - lai.x) / (lai.y - lai.x) * (lao.y - lao.x) + lao.x;
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col.rgb = (col.rgb - lwi.x) / (lwi.y - lwi.x) * (lwo.y - lwo.x) + lwo.x;
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gl_FragColor = col;
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}
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