mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
54 lines
1.4 KiB
GLSL
54 lines
1.4 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 float exposure;
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uniform float strength;
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uniform float amplitude;
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uniform float smoothness;
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uniform int light;
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void main() {
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vec2 uv = v_vTexcoord;
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vec2 _uv = v_vTexcoord - 0.5;
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float dist = dot(_uv, _uv);
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float ang = atan(_uv.y, _uv.x);
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vec2 _sp = 0.5 + vec2(cos(ang), sin(ang)) * dist;
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float smt = smoothness / 2.;
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uv = mix(uv, _sp, smt);
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uv *= 1.0 - uv.yx;
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float vig = uv.x * uv.y * exposure;
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vig = pow(vig, 0.25 + smt);
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vig = clamp(vig, 0., 1.);
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vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord );
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float str = (1. - ((1. - vig) * strength));
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if(light == 1) str = str < 0.001? 10000. : 1. / str;
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gl_FragColor = vec4(samp.rgb * str, samp.a);
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}
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