Added ExampleApplication build so you can test straight away.
- Added ExampleApplication build so it can be tested without needing to compile first. - Resources and dlls included in added build directory. - Updated readme instructions.
This commit is contained in:
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61 changed files with 3097 additions and 13 deletions
140
ExampleApplication/bin/Debug/resources/shaders/brdf.fs
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140
ExampleApplication/bin/Debug/resources/shaders/brdf.fs
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/*******************************************************************************************
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*
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* rPBR [shader] - Bidirectional reflectance distribution function fragment shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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#define MAX_SAMPLES 1024u
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Constant values
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const float PI = 3.14159265359;
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// Output fragment color
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out vec4 finalColor;
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float DistributionGGX(vec3 N, vec3 H, float roughness);
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float RadicalInverse_VdC(uint bits);
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vec2 Hammersley(uint i, uint N);
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
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float GeometrySchlickGGX(float NdotV, float roughness);
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
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vec2 IntegrateBRDF(float NdotV, float roughness);
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float nom = a2;
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float denom = (NdotH2*(a2 - 1.0) + 1.0);
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denom = PI*denom*denom;
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return nom/denom;
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}
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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float a = roughness*roughness;
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float phi = 2.0 * PI * Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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// Transform from spherical coordinates to cartesian coordinates (halfway vector)
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vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
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// Transform from tangent space H vector to world space sample vector
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vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
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vec3 tangent = normalize(cross(up, N));
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vec3 bitangent = cross(N, tangent);
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vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
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return normalize(sampleVec);
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}
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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// For IBL k is calculated different
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float k = (roughness*roughness)/2.0;
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float nom = NdotV;
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float denom = NdotV*(1.0 - k) + k;
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return nom/denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1*ggx2;
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}
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vec2 IntegrateBRDF(float NdotV, float roughness)
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{
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vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
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float A = 0.0;
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float B = 0.0;
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vec3 N = vec3(0.0, 0.0, 1.0);
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for(uint i = 0u; i < MAX_SAMPLES; i++)
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{
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// Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
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vec2 Xi = Hammersley(i, MAX_SAMPLES);
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vec3 H = ImportanceSampleGGX(Xi, N, roughness);
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vec3 L = normalize(2.0*dot(V, H)*H - V);
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float NdotL = max(L.z, 0.0);
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float NdotH = max(H.z, 0.0);
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float VdotH = max(dot(V, H), 0.0);
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if (NdotL > 0.0)
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{
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float G = GeometrySmith(N, V, L, roughness);
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float G_Vis = (G*VdotH)/(NdotH*NdotV);
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float Fc = pow(1.0 - VdotH, 5.0);
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A += (1.0 - Fc)*G_Vis;
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B += Fc*G_Vis;
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}
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}
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// Calculate brdf average sample
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A /= float(MAX_SAMPLES);
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B /= float(MAX_SAMPLES);
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return vec2(A, B);
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}
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void main()
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{
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// Calculate brdf based on texture coordinates
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vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
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// Calculate final fragment color
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finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
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}
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25
ExampleApplication/bin/Debug/resources/shaders/brdf.vs
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ExampleApplication/bin/Debug/resources/shaders/brdf.vs
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/*******************************************************************************************
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*
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* rPBR [shader] - Bidirectional reflectance distribution function vertex shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragTexCoord = vertexTexCoord;
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// Calculate final vertex position
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gl_Position = vec4(vertexPosition, 1.0);
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}
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38
ExampleApplication/bin/Debug/resources/shaders/cubemap.fs
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ExampleApplication/bin/Debug/resources/shaders/cubemap.fs
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/*******************************************************************************************
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*
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* rPBR [shader] - Equirectangular to cubemap fragment shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPos;
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// Input uniform values
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uniform sampler2D equirectangularMap;
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// Output fragment color
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out vec4 finalColor;
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= vec2(0.1591, 0.3183);
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uv += 0.5;
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return uv;
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}
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void main()
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{
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// Normalize local position
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vec2 uv = SampleSphericalMap(normalize(fragPos));
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// Fetch color from texture map
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vec3 color = texture(equirectangularMap, uv).rgb;
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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}
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28
ExampleApplication/bin/Debug/resources/shaders/cubemap.vs
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ExampleApplication/bin/Debug/resources/shaders/cubemap.vs
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/*******************************************************************************************
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*
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* rPBR [shader] - Equirectangular to cubemap vertex shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 projection;
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uniform mat4 view;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPos;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragPos = vertexPosition;
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// Calculate final vertex position
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gl_Position = projection*view*vec4(vertexPosition, 1.0);
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}
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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uniform vec2 resolution = vec2(800, 450);
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// NOTE: Implement here your fragment shader code
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gl_FragColor = texelColor*colDiffuse;
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}
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // lower = smaller glow, better quality
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void main()
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{
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vec4 sum = vec4(0);
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vec2 sizeFactor = vec2(1)/size*quality;
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// Texel color fetching from texture sampler
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vec4 source = texture2D(texture0, fragTexCoord);
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const int range = 2; // should be = (samples - 1)/2;
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for (int x = -range; x <= range; x++)
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{
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for (int y = -range; y <= range; y++)
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{
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sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
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}
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}
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// Calculate final fragment color
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gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
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}
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
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vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
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void main()
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{
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// Texel color fetching from texture sampler
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vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
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tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
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tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
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tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
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tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
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gl_FragColor = vec4(tc, 1.0);
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}
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# version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;
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float lumThreshold02 = 0.7;
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float lumThreshold03 = 0.5;
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float lumThreshold04 = 0.3;
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void main()
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{
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vec3 tc = vec3(1.0, 1.0, 1.0);
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float lum = length(texture2D(texture0, fragTexCoord).rgb);
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if (lum < lumThreshold01)
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{
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if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold02)
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{
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if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold03)
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{
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if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold04)
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{
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if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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gl_FragColor = vec4(tc, 1.0);
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}
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# version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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float stitchingSize = 6.0;
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int invert = 0;
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vec4 PostFX(sampler2D tex, vec2 uv)
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{
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vec4 c = vec4(0.0);
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float size = stitchingSize;
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vec2 cPos = uv * vec2(renderWidth, renderHeight);
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vec2 tlPos = floor(cPos / vec2(size, size));
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tlPos *= size;
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int remX = int(mod(cPos.x, size));
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int remY = int(mod(cPos.y, size));
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if (remX == 0 && remY == 0) tlPos = cPos;
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vec2 blPos = tlPos;
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blPos.y += (size - 1.0);
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if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
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{
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if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
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else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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}
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else
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{
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if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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else c = vec4(0.0, 0.0, 0.0, 1.0);
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}
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return c;
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}
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void main()
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{
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vec3 tc = PostFX(texture0, fragTexCoord).rgb;
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gl_FragColor = vec4(tc, 1.0);
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}
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D texture0;
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// NOTE: Default parameters for Oculus Rift DK2 device
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const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
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const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
||||
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
||||
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
||||
const vec2 Scale = vec2(0.25, 0.45);
|
||||
const vec2 ScaleIn = vec2(4.0, 2.5);
|
||||
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
|
||||
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
// The following two variables need to be set per eye
|
||||
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
|
||||
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
|
||||
|
||||
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
|
||||
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
||||
//vec2 tc = LensCenter + Scale*theta1;
|
||||
|
||||
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
|
||||
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
||||
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else
|
||||
{
|
||||
// Do blue texture lookup
|
||||
float blue = texture2D(texture0, tcBlue).b;
|
||||
|
||||
// Do green lookup (no scaling)
|
||||
vec2 tcGreen = LensCenter + Scale*theta1;
|
||||
float green = texture2D(texture0, tcGreen).g;
|
||||
|
||||
// Do red scale and lookup
|
||||
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
||||
vec2 tcRed = LensCenter + Scale*thetaRed;
|
||||
float red = texture2D(texture0, tcRed).r;
|
||||
|
||||
gl_FragColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(texture0, fragTexCoord);
|
||||
|
||||
color += texture2D(texture0, fragTexCoord + 0.001);
|
||||
color += texture2D(texture0, fragTexCoord + 0.003);
|
||||
color += texture2D(texture0, fragTexCoord + 0.005);
|
||||
color += texture2D(texture0, fragTexCoord + 0.007);
|
||||
color += texture2D(texture0, fragTexCoord + 0.009);
|
||||
color += texture2D(texture0, fragTexCoord + 0.011);
|
||||
|
||||
color += texture2D(texture0, fragTexCoord - 0.001);
|
||||
color += texture2D(texture0, fragTexCoord - 0.003);
|
||||
color += texture2D(texture0, fragTexCoord - 0.005);
|
||||
color += texture2D(texture0, fragTexCoord - 0.007);
|
||||
color += texture2D(texture0, fragTexCoord - 0.009);
|
||||
color += texture2D(texture0, fragTexCoord - 0.011);
|
||||
|
||||
color.rgb = vec3((color.r + color.g + color.b)/3.0);
|
||||
color = color/9.5;
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
|
@ -0,0 +1,43 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float PI = 3.1415926535;
|
||||
|
||||
void main()
|
||||
{
|
||||
float aperture = 178.0;
|
||||
float apertureHalf = 0.5 * aperture * (PI / 180.0);
|
||||
float maxFactor = sin(apertureHalf);
|
||||
|
||||
vec2 uv = vec2(0.0);
|
||||
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
|
||||
float d = length(xy);
|
||||
|
||||
if (d < (2.0 - maxFactor))
|
||||
{
|
||||
d = length(xy * maxFactor);
|
||||
float z = sqrt(1.0 - d * d);
|
||||
float r = atan(d, z) / PI;
|
||||
float phi = atan(xy.y, xy.x);
|
||||
|
||||
uv.x = r * cos(phi) + 0.5;
|
||||
uv.y = r * sin(phi) + 0.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
uv = fragTexCoord.xy;
|
||||
}
|
||||
|
||||
gl_FragColor = texture2D(texture0, uv);
|
||||
}
|
||||
|
|
@ -0,0 +1,25 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
|
||||
|
||||
// Convert texel color to grayscale using NTSC conversion weights
|
||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
|
||||
}
|
||||
|
|
@ -0,0 +1,32 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800.0;
|
||||
const float renderHeight = 450.0;
|
||||
|
||||
float pixelWidth = 5.0;
|
||||
float pixelHeight = 5.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
float dx = pixelWidth*(1.0/renderWidth);
|
||||
float dy = pixelHeight*(1.0/renderHeight);
|
||||
|
||||
vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
|
||||
|
||||
vec3 tc = texture2D(texture0, coord).rgb;
|
||||
|
||||
gl_FragColor = vec4(tc, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
float gamma = 0.6;
|
||||
float numColors = 8.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
|
||||
|
||||
color = pow(color, vec3(gamma, gamma, gamma));
|
||||
color = color*numColors;
|
||||
color = floor(color);
|
||||
color = color/numColors;
|
||||
color = pow(color, vec3(1.0/gamma));
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,31 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture2D(texture0, fragTexCoord).rgb;
|
||||
vec3 colors[3];
|
||||
colors[0] = vec3(0.0, 0.0, 1.0);
|
||||
colors[1] = vec3(1.0, 1.0, 0.0);
|
||||
colors[2] = vec3(1.0, 0.0, 0.0);
|
||||
|
||||
float lum = (color.r + color.g + color.b)/3.0;
|
||||
|
||||
vec3 tc = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5);
|
||||
else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5);
|
||||
|
||||
gl_FragColor = vec4(tc, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,44 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
float offset = 0.0;
|
||||
float frequency = 450.0/3.0;
|
||||
|
||||
uniform float time;
|
||||
|
||||
void main()
|
||||
{
|
||||
/*
|
||||
// Scanlines method 1
|
||||
float tval = 0; //time
|
||||
vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
|
||||
|
||||
vec4 color = texture2D(texture0, fragTexCoord);
|
||||
|
||||
color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
|
||||
color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
|
||||
color *= vec4(0.8, 1.0, 0.7, 1);
|
||||
color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
|
||||
color *= 0.97 + 0.03*sin(110.0*tval);
|
||||
|
||||
fragColor = color;
|
||||
*/
|
||||
// Scanlines method 2
|
||||
float globalPos = (fragTexCoord.y + offset) * frequency;
|
||||
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
|
||||
|
||||
vec4 color = texture2D(texture0, fragTexCoord);
|
||||
|
||||
gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
|
||||
}
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
vec2 resolution = vec2(800.0, 450.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
float x = 1.0/resolution.x;
|
||||
float y = 1.0/resolution.y;
|
||||
|
||||
vec4 horizEdge = vec4(0.0);
|
||||
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
|
||||
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
|
||||
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
|
||||
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
|
||||
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
|
||||
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
|
||||
|
||||
vec4 vertEdge = vec4(0.0);
|
||||
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
|
||||
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
|
||||
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
|
||||
vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
|
||||
vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
|
||||
vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
|
||||
|
||||
vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
|
||||
|
||||
gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
|
||||
}
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
// NOTE: Render size values should be passed from code
|
||||
const float renderWidth = 800;
|
||||
const float renderHeight = 450;
|
||||
|
||||
float radius = 250.0;
|
||||
float angle = 0.8;
|
||||
|
||||
uniform vec2 center;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
||||
vec2 tc = fragTexCoord*texSize;
|
||||
tc -= center;
|
||||
|
||||
float dist = length(tc);
|
||||
|
||||
if (dist < radius)
|
||||
{
|
||||
float percent = (radius - dist)/radius;
|
||||
float theta = percent*percent*angle*8.0;
|
||||
float s = sin(theta);
|
||||
float c = cos(theta);
|
||||
|
||||
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
|
||||
}
|
||||
|
||||
tc += center;
|
||||
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
|
||||
|
||||
gl_FragColor = vec4(color.rgb, 1.0);;
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue