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[No official changelog available for this version. -Ed.]
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#version 150 | ||
#define distortion 0.2 | ||
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uniform sampler2D source[]; | ||
uniform vec4 sourceSize[]; | ||
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in Vertex { | ||
vec2 texCoord; | ||
}; | ||
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out vec4 fragColor; | ||
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vec2 radialDistortion(vec2 coord) { | ||
vec2 cc = coord - vec2(0.5); | ||
float dist = dot(cc, cc) * distortion; | ||
return coord + cc * (1.0 - dist) * dist; | ||
} | ||
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void main() { | ||
fragColor = texture(source[0], radialDistortion(texCoord)); | ||
} |
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program | ||
filter: linear | ||
wrap: border | ||
fragment: curvature.fs |
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#version 150 | ||
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uniform sampler2D source[]; | ||
uniform vec4 sourceSize[]; | ||
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in Vertex { | ||
vec2 texCoord; | ||
}; | ||
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out vec4 fragColor; | ||
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vec3 grayscale(vec3 color) { | ||
return vec3(dot(color, vec3(0.3, 0.59, 0.11))); | ||
} | ||
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void main() { | ||
vec2 offset = fract(texCoord * sourceSize[0].xy) - 0.5; | ||
offset /= sourceSize[0].xy; | ||
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vec3 cx = texture(source[0], texCoord - offset).xyz; | ||
vec3 cy = texture(source[0], texCoord).xyz; | ||
vec3 cz = vec3(5.0 * grayscale(abs(cx - cy))); | ||
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fragColor = vec4(clamp(cz, 0.0, 1.0), 1.0); | ||
} |
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program | ||
filter: linear | ||
wrap: edge | ||
fragment: edge-detection.fs |
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program | ||
filter: linear | ||
wrap: border | ||
fragment: scanline.fs |
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#version 150 | ||
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uniform sampler2D source[]; | ||
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in Vertex { | ||
vec2 texCoord; | ||
}; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 rgba = texture(source[0], texCoord); | ||
vec4 intensity; | ||
if(fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5) { | ||
intensity = vec4(0); | ||
} else { | ||
intensity = smoothstep(0.2, 0.8, rgba) + normalize(rgba); | ||
} | ||
fragColor = intensity * -0.25 + rgba * 1.1; | ||
} |
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