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31
shader/bitmapBlit.frag
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31
shader/bitmapBlit.frag
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uniform sampler2D source;
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uniform sampler2D destination;
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uniform vec4 subRect;
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uniform float opacity;
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void main()
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{
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vec2 coor = gl_TexCoord[0].xy;
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vec2 dstCoor = (coor - subRect.xy) * subRect.zw;
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vec4 srcFrag = texture2D(source, coor);
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vec4 dstFrag = texture2D(destination, dstCoor);
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vec4 resFrag;
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float ab = opacity;
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const float as = srcFrag.a;
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const float ad = dstFrag.a;
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const float at = ab*as;
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resFrag.a = at + ad - ad*at;
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resFrag.rgb = mix(dstFrag.rgb, srcFrag.rgb, ab*as);
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// resFrag.rgb /= (resFrag.a);
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resFrag.rgb = mix(srcFrag.rgb, resFrag.rgb, ad*resFrag.a);
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gl_FragColor = resFrag;
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}
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40
shader/hue.frag
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40
shader/hue.frag
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uniform sampler2D inputTexture;
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uniform float hueAdjust;
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void main ()
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{
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const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);
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const vec4 kRGBToI = vec4 (0.596, -0.275, -0.321, 0.0);
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const vec4 kRGBToQ = vec4 (0.212, -0.523, 0.311, 0.0);
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const vec4 kYIQToR = vec4 (1.0, 0.956, 0.621, 0.0);
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const vec4 kYIQToG = vec4 (1.0, -0.272, -0.647, 0.0);
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const vec4 kYIQToB = vec4 (1.0, -1.107, 1.704, 0.0);
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// Sample the input pixel
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vec4 color = texture2D (inputTexture, gl_TexCoord [ 0 ].xy);
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// Convert to YIQ
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float YPrime = dot (color, kRGBToYPrime);
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float I = dot (color, kRGBToI);
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float Q = dot (color, kRGBToQ);
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// Calculate the hue and chroma
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float hue = atan (Q, I);
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float chroma = sqrt (I * I + Q * Q);
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// Make the user's adjustments
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hue += hueAdjust;
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// Convert back to YIQ
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Q = chroma * sin (hue);
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I = chroma * cos (hue);
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// Convert back to RGB
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vec4 yIQ = vec4 (YPrime, I, Q, 0.0);
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color.r = dot (yIQ, kYIQToR);
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color.g = dot (yIQ, kYIQToG);
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color.b = dot (yIQ, kYIQToB);
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// Save the result
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gl_FragColor = color;
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}
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43
shader/sprite.frag
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43
shader/sprite.frag
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uniform sampler2D texture;
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uniform vec4 tone;
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uniform float opacity;
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uniform vec4 color;
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uniform vec4 flash;
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uniform float bushDepth;
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uniform float bushOpacity;
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const vec3 lumaF = { .299, .587, .114 };
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void main()
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{
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vec2 coor = gl_TexCoord[0].xy;
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/* Sample source color */
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vec4 frag = texture2D(texture, coor);
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/* Apply gray */
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const float luma = dot(frag.rgb, lumaF);
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frag.rgb = mix(frag.rgb, vec3(luma), tone.w);
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/* Apply tone */
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frag.rgb += tone.rgb;
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/* Apply opacity */
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frag.a *= opacity;
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/* Apply color */
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frag.rgb = mix(frag.rgb, color.rgb, color.a);
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/* Apply flash */
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frag.rgb = mix(frag.rgb, flash.rgb, flash.a);
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/* Apply bush alpha by mathematical if */
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float underBush = float(coor.y < bushDepth);
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frag.a *= clamp(bushOpacity + underBush, 0, 1);
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gl_FragColor = frag;
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}
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23
shader/trans.frag
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23
shader/trans.frag
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/* Fragment shader dealing with transitions */
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uniform sampler2D currentScene;
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uniform sampler2D frozenScene;
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uniform sampler2D transMap;
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/* Normalized */
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uniform float prog;
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/* Vague [0, 512] normalized */
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uniform float vague;
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void main()
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{
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vec2 texCoor = gl_TexCoord[0].st;
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float transV = texture2D(transMap, texCoor).r;
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float cTransV = clamp(transV, prog, prog+vague);
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float alpha = (cTransV - prog) / vague;
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vec4 newFrag = texture2D(currentScene, texCoor);
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vec4 oldFrag = texture2D(frozenScene, texCoor);
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gl_FragColor = mix(newFrag, oldFrag, alpha);
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}
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13
shader/transSimple.frag
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13
shader/transSimple.frag
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uniform sampler2D frozenScene;
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uniform sampler2D currentScene;
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uniform float prog;
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void main()
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{
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vec2 texCoor = gl_TexCoord[0].st;
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vec4 newPixel = texture2D(currentScene, texCoor);
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vec4 oldPixel = texture2D(frozenScene, texCoor);
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gl_FragColor = mix(oldPixel, newPixel, prog);
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}
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