Added several new shaders
This commit is contained in:
parent
4eece81b8c
commit
d119fc0fe3
40
res/shaders/lcd.shader/lcd.fs
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40
res/shaders/lcd.shader/lcd.fs
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/*
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LCD Shader
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Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform sampler2D tex;
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uniform vec2 texSize;
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varying vec2 texCoord;
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uniform float boundBrightness;
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void main()
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{
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vec4 color = texture2D(tex, texCoord);
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if (int(mod(texCoord.s * texSize.x * 3.0, 3.0)) == 0 ||
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int(mod(texCoord.t * texSize.y * 3.0, 3.0)) == 0)
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{
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color.rgb *= vec3(1.0, 1.0, 1.0) * boundBrightness;
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}
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gl_FragColor = color;
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}
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18
res/shaders/lcd.shader/manifest.ini
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18
res/shaders/lcd.shader/manifest.ini
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[shader]
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name=LCD
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author=Dominus Iniquitatis
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description=Simple LCD emulation.
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passes=1
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[pass.0]
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fragmentShader=lcd.fs
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blend=1
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width=-3
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height=-3
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[pass.0.uniform.boundBrightness]
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type=float
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readableName=Bound brightness
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default=0.9
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min=0.0
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max=1.0
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18
res/shaders/motion_blur.shader/manifest.ini
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res/shaders/motion_blur.shader/manifest.ini
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[shader]
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name=Motion Blur
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author=Dominus Iniquitatis
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description=Simple motion blur.
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passes=1
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[pass.0]
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fragmentShader=motion_blur.fs
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blend=1
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width=-1
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height=-1
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[pass.0.uniform.amount]
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type=float
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readableName=Amount
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default=0.3
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min=0.0
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max=1.0
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35
res/shaders/motion_blur.shader/motion_blur.fs
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res/shaders/motion_blur.shader/motion_blur.fs
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/*
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Motion Blur Shader
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Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform sampler2D tex;
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uniform vec2 texSize;
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varying vec2 texCoord;
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uniform float amount;
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void main()
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{
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vec4 color = texture2D(tex, texCoord);
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color.a = 1.0 - amount;
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gl_FragColor = color;
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}
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18
res/shaders/scanlines.shader/manifest.ini
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res/shaders/scanlines.shader/manifest.ini
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[shader]
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name=Scanlines
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author=Dominus Iniquitatis
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description=Simple scanlines.
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passes=1
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[pass.0]
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fragmentShader=scanlines.fs
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blend=1
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width=-2
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height=-2
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[pass.0.uniform.lineBrightness]
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type=float
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readableName=Line brightness
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default=0.5
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min=0.0
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max=1.0
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39
res/shaders/scanlines.shader/scanlines.fs
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39
res/shaders/scanlines.shader/scanlines.fs
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/*
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Scanlines Shader
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Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform sampler2D tex;
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uniform vec2 texSize;
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varying vec2 texCoord;
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uniform float lineBrightness;
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void main()
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{
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vec4 color = texture2D(tex, texCoord);
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if (int(mod(texCoord.t * texSize.y * 2.0, 2.0)) == 0)
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{
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color.rgb *= vec3(1.0, 1.0, 1.0) * lineBrightness;
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}
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gl_FragColor = color;
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}
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18
res/shaders/soften.shader/manifest.ini
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18
res/shaders/soften.shader/manifest.ini
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[shader]
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name=Soften
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author=Dominus Iniquitatis
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description=Soft image blurring.
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passes=1
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[pass.0]
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fragmentShader=soften.fs
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blend=1
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width=-1
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height=-1
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[pass.0.uniform.amount]
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type=float
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readableName=Amount
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default=0.5
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min=0.0
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max=1.0
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64
res/shaders/soften.shader/soften.fs
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res/shaders/soften.shader/soften.fs
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/*
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Soften Shader
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Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform sampler2D tex;
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uniform vec2 texSize;
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varying vec2 texCoord;
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uniform float amount;
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vec2 GetTexelSize()
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{
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return vec2(1.0 / texSize.x, 1.0 / texSize.y);
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}
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void main()
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{
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vec4 color = texture2D(tex, texCoord);
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vec4 northColor = texture2D(tex, texCoord + vec2(0.0, GetTexelSize().y));
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vec4 southColor = texture2D(tex, texCoord - vec2(0.0, GetTexelSize().y));
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vec4 eastColor = texture2D(tex, texCoord + vec2(GetTexelSize().x, 0.0));
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vec4 westColor = texture2D(tex, texCoord - vec2(GetTexelSize().x, 0.0));
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if (abs(length(color) - length(northColor)) > 0.0)
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{
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color = mix(color, northColor, amount / 4.0);
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}
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if (abs(length(color) - length(southColor)) > 0.0)
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{
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color = mix(color, southColor, amount / 4.0);
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}
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if (abs(length(color) - length(eastColor)) > 0.0)
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{
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color = mix(color, eastColor, amount / 4.0);
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}
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if (abs(length(color) - length(westColor)) > 0.0)
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{
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color = mix(color, westColor, amount / 4.0);
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}
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gl_FragColor = color;
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}
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18
res/shaders/vba_pixelate.shader/manifest.ini
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18
res/shaders/vba_pixelate.shader/manifest.ini
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[shader]
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name=VBA Pixelate
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author=Dominus Iniquitatis
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description=VisualBoyAdvance-style pixelation.
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passes=1
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[pass.0]
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fragmentShader=vba_pixelate.fs
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blend=1
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width=-2
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height=-2
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[pass.0.uniform.boundBrightness]
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type=float
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readableName=Bound brightness
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default=0.5
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min=0.0
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max=1.0
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40
res/shaders/vba_pixelate.shader/vba_pixelate.fs
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res/shaders/vba_pixelate.shader/vba_pixelate.fs
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/*
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VBA Pixelate Shader
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Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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|
copies of the Software, and to permit persons to whom the Software is
|
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|
furnished to do so, subject to the following conditions:
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||||||
|
The above copyright notice and this permission notice shall be included in
|
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|
all copies or substantial portions of the Software.
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform sampler2D tex;
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uniform vec2 texSize;
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varying vec2 texCoord;
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uniform float boundBrightness;
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void main()
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{
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vec4 color = texture2D(tex, texCoord);
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if (int(mod(texCoord.s * texSize.x * 2.0, 2.0)) == 0 ||
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int(mod(texCoord.t * texSize.y * 2.0, 2.0)) == 0)
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{
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color.rgb *= vec3(1.0, 1.0, 1.0) * boundBrightness;
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}
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gl_FragColor = color;
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}
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18
res/shaders/vignette.shader/manifest.ini
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18
res/shaders/vignette.shader/manifest.ini
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[shader]
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name=Vignette
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author=Dominus Iniquitatis
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description=Configurable vignette effect.
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passes=1
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[pass.0]
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fragmentShader=vignette.fs
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blend=1
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width=-1
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height=-1
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[pass.0.uniform.intensity]
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type=float
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readableName=Intensity
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default=1.0
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min=0.0
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max=1.0
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35
res/shaders/vignette.shader/vignette.fs
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res/shaders/vignette.shader/vignette.fs
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/*
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Vignette Shader
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Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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|
of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
|
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|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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|
copies of the Software, and to permit persons to whom the Software is
|
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|
furnished to do so, subject to the following conditions:
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||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform sampler2D tex;
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uniform vec2 texSize;
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varying vec2 texCoord;
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uniform float intensity;
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void main()
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{
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vec4 color = texture2D(tex, texCoord);
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color = mix(color, vec4(0.0, 0.0, 0.0, 1.0), length(texCoord - 0.5) * intensity);
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gl_FragColor = color;
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}
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