@ -0,0 +1,24 @@ | |||
#version 120 | |||
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 | |||
uniform vec2 resolution = vec2(800, 450); | |||
void main() | |||
{ | |||
// Texel color fetching from texture sampler | |||
vec4 texelColor = texture2D(texture0, fragTexCoord); | |||
// NOTE: Implement here your fragment shader code | |||
gl_FragColor = texelColor*colDiffuse; | |||
} |
@ -0,0 +1,26 @@ | |||
#version 120 | |||
// Input vertex attributes | |||
attribute vec3 vertexPosition; | |||
attribute vec2 vertexTexCoord; | |||
attribute vec3 vertexNormal; | |||
attribute vec4 vertexColor; | |||
// Input uniform values | |||
uniform mat4 mvp; | |||
// Output vertex attributes (to fragment shader) | |||
varying vec2 fragTexCoord; | |||
varying vec4 fragColor; | |||
// NOTE: Add here your custom variables | |||
void main() | |||
{ | |||
// Send vertex attributes to fragment shader | |||
fragTexCoord = vertexTexCoord; | |||
fragColor = vertexColor; | |||
// Calculate final vertex position | |||
gl_Position = mvp*vec4(vertexPosition, 1.0); | |||
} |
@ -0,0 +1,39 @@ | |||
#version 120 | |||
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 vec2 size = vec2(800, 450); // render size | |||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance | |||
const float quality = 2.5; // lower = smaller glow, better quality | |||
void main() | |||
{ | |||
vec4 sum = vec4(0); | |||
vec2 sizeFactor = vec2(1)/size*quality; | |||
// Texel color fetching from texture sampler | |||
vec4 source = texture2D(texture0, fragTexCoord); | |||
const int range = 2; // should be = (samples - 1)/2; | |||
for (int x = -range; x <= range; x++) | |||
{ | |||
for (int y = -range; y <= range; y++) | |||
{ | |||
sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor); | |||
} | |||
} | |||
// Calculate final fragment color | |||
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse; | |||
} |
@ -0,0 +1,34 @@ | |||
#version 120 | |||
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; | |||
vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308); | |||
vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703); | |||
void main() | |||
{ | |||
// Texel color fetching from texture sampler | |||
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x; | |||
tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y; | |||
tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y; | |||
tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z; | |||
tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z; | |||
gl_FragColor = vec4(tc, 1.0); | |||
} |
@ -0,0 +1,47 @@ | |||
# version 120 | |||
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 hatchOffsetY = 5.0; | |||
float lumThreshold01 = 0.9; | |||
float lumThreshold02 = 0.7; | |||
float lumThreshold03 = 0.5; | |||
float lumThreshold04 = 0.3; | |||
void main() | |||
{ | |||
vec3 tc = vec3(1.0, 1.0, 1.0); | |||
float lum = length(texture2D(texture0, fragTexCoord).rgb); | |||
if (lum < lumThreshold01) | |||
{ | |||
if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); | |||
} | |||
if (lum < lumThreshold02) | |||
{ | |||
if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); | |||
} | |||
if (lum < lumThreshold03) | |||
{ | |||
if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); | |||
} | |||
if (lum < lumThreshold04) | |||
{ | |||
if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); | |||
} | |||
gl_FragColor = vec4(tc, 1.0); | |||
} |
@ -0,0 +1,57 @@ | |||
# version 120 | |||
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 stitchingSize = 6.0; | |||
int invert = 0; | |||
vec4 PostFX(sampler2D tex, vec2 uv) | |||
{ | |||
vec4 c = vec4(0.0); | |||
float size = stitchingSize; | |||
vec2 cPos = uv * vec2(renderWidth, renderHeight); | |||
vec2 tlPos = floor(cPos / vec2(size, size)); | |||
tlPos *= size; | |||
int remX = int(mod(cPos.x, size)); | |||
int remY = int(mod(cPos.y, size)); | |||
if (remX == 0 && remY == 0) tlPos = cPos; | |||
vec2 blPos = tlPos; | |||
blPos.y += (size - 1.0); | |||
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y))))) | |||
{ | |||
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0); | |||
else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4; | |||
} | |||
else | |||
{ | |||
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4; | |||
else c = vec4(0.0, 0.0, 0.0, 1.0); | |||
} | |||
return c; | |||
} | |||
void main() | |||
{ | |||
vec3 tc = PostFX(texture0, fragTexCoord).rgb; | |||
gl_FragColor = vec4(tc, 1.0); | |||
} |
@ -0,0 +1,54 @@ | |||
#version 120 | |||
precision mediump float; | |||
// Input vertex attributes (from vertex shader) | |||
varying vec2 fragTexCoord; | |||
// Input uniform values | |||
uniform sampler2D texture0; | |||
// NOTE: Default parameters for Oculus Rift DK2 device | |||
const vec2 LeftLensCenter = vec2(0.2863248, 0.5); | |||
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 120 | |||
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 120 | |||
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 120 | |||
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 120 | |||
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 120 | |||
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 120 | |||
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 120 | |||
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 120 | |||
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 120 | |||
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);; | |||
} |