Tweak fullscreen texture shaders

This commit is contained in:
jgk
2021-05-01 15:03:17 +02:00
parent 7711738b3b
commit 30c09d3403
11 changed files with 89 additions and 30 deletions
+34
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@@ -0,0 +1,34 @@
#version 430 core
in vec2 vTexPos;
out vec4 fColor;
uniform vec2 winSize;
uniform sampler2D screenTexture;
const float hOff = 2.0 / 600;
const float vOff = 2.0 / 600;
const float frac = 1.0 / 9;
const vec2 off[9] = vec2[](
vec2( vOff,hOff )
, vec2( vOff,0.0 )
, vec2( vOff,-hOff )
, vec2( 0.0,hOff )
, vec2( 0.0,0.0 )
, vec2( 0.0,-hOff )
, vec2( -vOff,hOff )
, vec2( -vOff,0.0 )
, vec2( -vOff,-hOff )
);
void main()
{
vec4 sampleTex[9];
for(int i=0; i<9; i++)
{
sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i]));
}
vec4 col = vec4(0,0,0,0);
for (int i = 0; i < 9; i++)
col += sampleTex[i] * frac;
fColor = col;
}
+10
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@@ -0,0 +1,10 @@
#version 430 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
void main()
{
gl_Position = vec4(pos,0,1);
vTexPos = texPos;
}
+12
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@@ -0,0 +1,12 @@
#version 430 core
in vec2 vTexPos;
out vec4 fColor;
uniform sampler2D screenTexture;
void main()
{
fColor = texture(screenTexture, vTexPos);
float av = (fColor.r + fColor.g + fColor.b) / 3.0;
fColor = vec4(av,av,av,1.0);
}
+10
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@@ -0,0 +1,10 @@
#version 430 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
void main()
{
gl_Position = vec4(pos,0,1);
vTexPos = texPos;
}
+10
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@@ -0,0 +1,10 @@
#version 430 core
in vec2 vTexPos;
out vec4 fColor;
uniform sampler2D screenTexture;
void main()
{
fColor = texture(screenTexture, vTexPos);
}
+10
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@@ -0,0 +1,10 @@
#version 430 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
void main()
{
gl_Position = vec4(pos,0,1);
vTexPos = texPos;
}