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#if defined(VERTEX) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING out | ||
#define COMPAT_ATTRIBUTE in | ||
#define COMPAT_TEXTURE texture | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define COMPAT_ATTRIBUTE attribute | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 COLOR; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 COL0; | ||
COMPAT_VARYING vec4 TEX0; | ||
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vec4 _oPosition1; | ||
uniform mat4 MVPMatrix; | ||
uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
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// compatibility #defines | ||
#define vTexCoord TEX0.xy | ||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | ||
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | ||
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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
TEX0.xy = TexCoord.xy; | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#ifdef GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out COMPAT_PRECISION vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
uniform sampler2D Texture; | ||
COMPAT_VARYING vec4 TEX0; | ||
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// compatibility #defines | ||
#define Source Texture | ||
#define vTexCoord TEX0.xy | ||
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | ||
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | ||
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void main() | ||
{ | ||
FragColor = pow(vec4(texture(Source, vTexCoord).rgb, 1.0), vec4(1.0 / 2.2)); | ||
} | ||
#endif |
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// Kuwase Blur | ||
// based on a shadertoy by Kubuxu | ||
// https://www.shadertoy.com/view/Xl3XW7 | ||
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#if defined(VERTEX) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING out | ||
#define COMPAT_ATTRIBUTE in | ||
#define COMPAT_TEXTURE texture | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define COMPAT_ATTRIBUTE attribute | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 COLOR; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 COL0; | ||
COMPAT_VARYING vec4 TEX0; | ||
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vec4 _oPosition1; | ||
uniform mat4 MVPMatrix; | ||
uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
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// compatibility #defines | ||
#define vTexCoord TEX0.xy | ||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | ||
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | ||
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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
TEX0.xy = TexCoord.xy; | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#ifdef GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out COMPAT_PRECISION vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
uniform sampler2D Texture; | ||
COMPAT_VARYING vec4 TEX0; | ||
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// compatibility #defines | ||
#define Source Texture | ||
#define vTexCoord TEX0.xy | ||
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | ||
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | ||
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vec4 reSample(float d, vec2 uv, sampler2D decal) | ||
{ | ||
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vec2 step1 = (vec2(d) + 0.5) * SourceSize.zw; | ||
vec4 color = vec4(0.); | ||
color += texture(decal, uv + step1) / 4.; | ||
color += texture(decal, uv - step1) / 4.; | ||
vec2 step2 = step1; | ||
step2.x = -step2.x; | ||
color += texture(decal, uv + step2) / 4.; | ||
color += texture(decal, uv - step2) / 4.; | ||
return color; | ||
} | ||
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void main() | ||
{ | ||
vec2 texcoord; | ||
#ifdef GL_ES | ||
texcoord = vTexCoord.xy; | ||
#else | ||
// avoid sampling outside of the image (causes dark border) | ||
vec2 offset = InputSize.xy / TextureSize.xy; | ||
texcoord.xy = clamp(vTexCoord, vec2(0.001 * offset), vec2(0.999 * offset)); | ||
#endif | ||
FragColor = reSample(0., texcoord, Source); | ||
} | ||
#endif |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,112 @@ | ||
// Kuwase Blur | ||
// based on a shadertoy by Kubuxu | ||
// https://www.shadertoy.com/view/Xl3XW7 | ||
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||
#if defined(VERTEX) | ||
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||
#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING out | ||
#define COMPAT_ATTRIBUTE in | ||
#define COMPAT_TEXTURE texture | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define COMPAT_ATTRIBUTE attribute | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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||
#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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||
COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 COLOR; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 COL0; | ||
COMPAT_VARYING vec4 TEX0; | ||
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vec4 _oPosition1; | ||
uniform mat4 MVPMatrix; | ||
uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
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// compatibility #defines | ||
#define vTexCoord TEX0.xy | ||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | ||
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | ||
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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
TEX0.xy = TexCoord.xy; | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#ifdef GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out COMPAT_PRECISION vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
uniform sampler2D Texture; | ||
COMPAT_VARYING vec4 TEX0; | ||
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// compatibility #defines | ||
#define Source Texture | ||
#define vTexCoord TEX0.xy | ||
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | ||
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | ||
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vec4 reSample(float d, vec2 uv, sampler2D decal) | ||
{ | ||
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vec2 step1 = (vec2(d) + 0.5) * SourceSize.zw; | ||
vec4 color = vec4(0.); | ||
color += texture(decal, uv + step1) / 4.; | ||
color += texture(decal, uv - step1) / 4.; | ||
vec2 step2 = step1; | ||
step2.x = -step2.x; | ||
color += texture(decal, uv + step2) / 4.; | ||
color += texture(decal, uv - step2) / 4.; | ||
return color; | ||
} | ||
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void main() | ||
{ | ||
vec2 texcoord; | ||
#ifdef GL_ES | ||
texcoord = vTexCoord.xy; | ||
#else | ||
// avoid sampling outside of the image (causes dark border) | ||
vec2 offset = InputSize.xy / TextureSize.xy; | ||
texcoord.xy = clamp(vTexCoord, vec2(0.01 * offset), vec2(0.99 * offset)); | ||
#endif | ||
FragColor = reSample(1., texcoord, Source); | ||
} | ||
#endif |
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