Shaders come in two flavours: - shaders/gl330: OpenGL 3.3+ (Windows, Linux, OSX) - shaders/gles100: OpenGL ES 2.0 (Android, RPI, HTML5)pull/28/head
| @ -0,0 +1,19 @@ | |||
| #version 330 | |||
| in vec3 vertexPosition; | |||
| in vec2 vertexTexCoord; | |||
| in vec3 vertexNormal; | |||
| out vec2 fragTexCoord; | |||
| uniform mat4 projectionMatrix; | |||
| uniform mat4 modelviewMatrix; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| fragTexCoord = vertexTexCoord; | |||
| gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); | |||
| } | |||
| @ -0,0 +1,42 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| vec4 sum = vec4(0); | |||
| vec4 tc = vec4(0); | |||
| for (int i = -4; i < 4; i++) | |||
| { | |||
| for (int j = -3; j < 3; j++) | |||
| { | |||
| sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; | |||
| } | |||
| } | |||
| if (texture2D(texture0, fragTexCoord).r < 0.3) | |||
| { | |||
| tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord); | |||
| } | |||
| else | |||
| { | |||
| if (texture2D(texture0, fragTexCoord).r < 0.5) | |||
| { | |||
| tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord); | |||
| } | |||
| else | |||
| { | |||
| tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord); | |||
| } | |||
| } | |||
| fragColor = tc; | |||
| } | |||
| @ -0,0 +1,29 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| const float renderWidth = 1280; | |||
| const float renderHeight = 720; | |||
| float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); | |||
| float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); | |||
| void main() | |||
| { | |||
| vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0]; | |||
| for (int i = 1; i < 3; i++) | |||
| { | |||
| tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; | |||
| tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; | |||
| } | |||
| fragColor = vec4(tc, 1.0); | |||
| } | |||
| @ -0,0 +1,44 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| float hatchOffsetY = 5.0f; | |||
| float lumThreshold01 = 0.9f; | |||
| float lumThreshold02 = 0.7f; | |||
| float lumThreshold03 = 0.5f; | |||
| float lumThreshold04 = 0.3f; | |||
| 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); | |||
| } | |||
| fragColor = vec4(tc, 1.0); | |||
| } | |||
| @ -0,0 +1,54 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| const float renderWidth = 1280; | |||
| const float renderHeight = 720; | |||
| float stitchingSize = 6.0f; | |||
| uniform 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(void) | |||
| { | |||
| vec3 tc = PostFX(texture0, fragTexCoord).rgb; | |||
| fragColor = vec4(tc, 1.0); | |||
| } | |||
| @ -0,0 +1,34 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // 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; | |||
| fragColor = color; | |||
| } | |||
| @ -0,0 +1,40 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| const float PI = 3.1415926535; | |||
| void main() | |||
| { | |||
| float aperture = 178.0f; | |||
| float apertureHalf = 0.5 * aperture * (PI / 180.0); | |||
| float maxFactor = sin(apertureHalf); | |||
| vec2 uv = vec2(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; | |||
| } | |||
| fragColor = texture2D(texture0, uv); | |||
| } | |||
| @ -0,0 +1,20 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| vec4 base = texture2D(texture0, fragTexCoord)*tintColor; | |||
| // Convert to grayscale using NTSC conversion weights | |||
| float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114)); | |||
| fragColor = vec4(gray, gray, gray, tintColor.a); | |||
| } | |||
| @ -0,0 +1,28 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| const float renderWidth = 1280; | |||
| const float renderHeight = 720; | |||
| uniform float pixelWidth = 5.0f; | |||
| uniform float pixelHeight = 5.0f; | |||
| 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; | |||
| fragColor = vec4(tc, 1.0); | |||
| } | |||
| @ -0,0 +1,26 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| float gamma = 0.6f; | |||
| float numColors = 8.0f; | |||
| 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)); | |||
| fragColor = vec4(color, 1.0); | |||
| } | |||
| @ -0,0 +1,27 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // 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; | |||
| int ix = (lum < 0.5)? 0:1; | |||
| vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5); | |||
| fragColor = vec4(tc, 1.0); | |||
| } | |||
| @ -0,0 +1,41 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| float offset = 0; | |||
| float frequency = 720/3.0; | |||
| uniform float time; | |||
| void main (void) | |||
| { | |||
| /* | |||
| // 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); | |||
| fragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos); | |||
| } | |||
| @ -0,0 +1,41 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| const float renderWidth = 1280; | |||
| const float renderHeight = 720; | |||
| float radius = 250.0; | |||
| float angle = 0.8; | |||
| uniform vec2 center = vec2(200, 200); | |||
| void main (void) | |||
| { | |||
| 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; | |||
| vec3 color = texture2D(texture0, tc/texSize).rgb; | |||
| fragColor = vec4(color, 1.0);; | |||
| } | |||
| @ -0,0 +1,19 @@ | |||
| #version 330 | |||
| in vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| vec4 texelColor = texture2D(texture0, fragTexCoord); | |||
| // NOTE: Implement here your fragment shader code | |||
| fragColor = texelColor*tintColor; | |||
| } | |||
| @ -0,0 +1,21 @@ | |||
| #version 100 | |||
| attribute vec3 vertexPosition; | |||
| attribute vec2 vertexTexCoord; | |||
| attribute vec3 vertexNormal; | |||
| varying vec2 fragTexCoord; | |||
| uniform mat4 projectionMatrix; | |||
| uniform mat4 modelviewMatrix; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| vec3 normal = vertexNormal; | |||
| fragTexCoord = vertexTexCoord; | |||
| gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); | |||
| } | |||
| @ -0,0 +1,42 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| vec4 sum = vec4(0); | |||
| vec4 tc = vec4(0); | |||
| for (int i = -4; i < 4; i++) | |||
| { | |||
| for (int j = -3; j < 3; j++) | |||
| { | |||
| sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; | |||
| } | |||
| } | |||
| if (texture2D(texture0, fragTexCoord).r < 0.3) | |||
| { | |||
| tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord); | |||
| } | |||
| else | |||
| { | |||
| if (texture2D(texture0, fragTexCoord).r < 0.5) | |||
| { | |||
| tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord); | |||
| } | |||
| else | |||
| { | |||
| tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord); | |||
| } | |||
| } | |||
| gl_FragColor = tc; | |||
| } | |||
| @ -0,0 +1,28 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| const float renderWidth = 1280; | |||
| const float renderHeight = 720; | |||
| float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 ); | |||
| float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 ); | |||
| void main() | |||
| { | |||
| vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0]; | |||
| for (int i = 1; i < 3; i++) | |||
| { | |||
| tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; | |||
| tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; | |||
| } | |||
| gl_FragColor = vec4(tc, 1.0); | |||
| } | |||
| @ -0,0 +1,44 @@ | |||
| # version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| float hatchOffsetY = 5.0f; | |||
| float lumThreshold01 = 0.9f; | |||
| float lumThreshold02 = 0.7f; | |||
| float lumThreshold03 = 0.5f; | |||
| float lumThreshold04 = 0.3f; | |||
| 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 +1,54 @@ | |||
| # version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| const float renderWidth = 1280; | |||
| const float renderHeight = 720; | |||
| float stitchingSize = 6.0f; | |||
| uniform 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(void) | |||
| { | |||
| vec3 tc = PostFX(texture0, fragTexCoord).rgb; | |||
| gl_FragColor = vec4(tc, 1.0); | |||
| } | |||
| @ -0,0 +1,34 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // 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 +1,40 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| const float PI = 3.1415926535; | |||
| void main() | |||
| { | |||
| float aperture = 178.0f; | |||
| float apertureHalf = 0.5 * aperture * (PI / 180.0); | |||
| float maxFactor = sin(apertureHalf); | |||
| vec2 uv = vec2(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 +1,20 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| vec4 base = texture2D(texture0, fragTexCoord)*tintColor; | |||
| // Convert to grayscale using NTSC conversion weights | |||
| float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114)); | |||
| gl_FragColor = vec4(gray, gray, gray, tintColor.a); | |||
| } | |||
| @ -0,0 +1,28 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| const float renderWidth = 1280; | |||
| const float renderHeight = 720; | |||
| uniform float pixelWidth = 5.0f; | |||
| uniform float pixelHeight = 5.0f; | |||
| 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 +1,26 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // 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 +1,27 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // 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; | |||
| int ix = (lum < 0.5)? 0:1; | |||
| vec3 tc = mix(colors[ix], colors[ix+1], (lum-float(ix)*0.5)/0.5); | |||
| gl_FragColor = vec4(tc, 1.0); | |||
| } | |||
| @ -0,0 +1,41 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| float offset = 0; | |||
| float frequency = 720/3.0; | |||
| uniform float time; | |||
| void main (void) | |||
| { | |||
| /* | |||
| // 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, 0.3, 0, 0), color, wavePos); | |||
| } | |||
| @ -0,0 +1,41 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| const float renderWidth = 1280; | |||
| const float renderHeight = 720; | |||
| float radius = 250.0; | |||
| float angle = 0.8; | |||
| uniform vec2 center = vec2(200, 200); | |||
| void main (void) | |||
| { | |||
| 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; | |||
| vec3 color = texture2D(texture0, tc/texSize).rgb; | |||
| gl_FragColor = vec4(color, 1.0);; | |||
| } | |||
| @ -0,0 +1,19 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec2 fragTexCoord; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 tintColor; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| vec4 texelColor = texture2D(texture0, fragTexCoord); | |||
| // NOTE: Implement here your fragment shader code | |||
| gl_FragColor = texelColor*tintColor; | |||
| } | |||