41 lines
1023 B
GLSL
41 lines
1023 B
GLSL
precision mediump float;
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uniform sampler2D image;
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uniform sampler2D previous_image;
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uniform bool mix_previous;
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uniform vec2 input_resolution;
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uniform vec2 output_resolution;
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uniform vec2 origin;
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#define equal(x, y) ((x) == (y))
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#define inequal(x, y) ((x) != (y))
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#define STATIC
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#if VERSION >= 0x300
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#define FRAG_COLOR fragColor
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out vec4 FRAG_COLOR;
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#else
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#define FRAG_COLOR gl_FragColor
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vec4 texture(sampler2D s, vec2 c) { return texture2D(s, c); }
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vec4 texture(sampler2D s, vec2 c, float b) { return texture2D(s, c, b); }
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#endif
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#line 1
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{filter}
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void main()
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{
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vec2 position = gl_FragCoord.xy - origin;
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position /= output_resolution;
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position.y = 1.0 - position.y;
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if (mix_previous) {
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FRAG_COLOR = mix(scale(image, position, input_resolution, output_resolution),
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scale(previous_image, position, input_resolution, output_resolution), 0.5);
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}
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else {
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FRAG_COLOR = scale(image, position, input_resolution, output_resolution);
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}
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}
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