Tweak fullscreen texture shaders
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@@ -0,0 +1,34 @@
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#version 430 core
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in vec2 vTexPos;
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out vec4 fColor;
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uniform vec2 winSize;
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uniform sampler2D screenTexture;
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const float hOff = 2.0 / 600;
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const float vOff = 2.0 / 600;
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const float frac = 1.0 / 9;
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const vec2 off[9] = vec2[](
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vec2( vOff,hOff )
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, vec2( vOff,0.0 )
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, vec2( vOff,-hOff )
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, vec2( 0.0,hOff )
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, vec2( 0.0,0.0 )
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, vec2( 0.0,-hOff )
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, vec2( -vOff,hOff )
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, vec2( -vOff,0.0 )
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, vec2( -vOff,-hOff )
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);
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void main()
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{
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vec4 sampleTex[9];
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for(int i=0; i<9; i++)
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{
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sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i]));
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}
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vec4 col = vec4(0,0,0,0);
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for (int i = 0; i < 9; i++)
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col += sampleTex[i] * frac;
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fColor = col;
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}
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@@ -0,0 +1,10 @@
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#version 430 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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@@ -0,0 +1,12 @@
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#version 430 core
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in vec2 vTexPos;
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out vec4 fColor;
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uniform sampler2D screenTexture;
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void main()
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{
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fColor = texture(screenTexture, vTexPos);
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float av = (fColor.r + fColor.g + fColor.b) / 3.0;
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fColor = vec4(av,av,av,1.0);
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}
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@@ -0,0 +1,10 @@
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#version 430 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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@@ -0,0 +1,10 @@
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#version 430 core
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in vec2 vTexPos;
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out vec4 fColor;
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uniform sampler2D screenTexture;
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void main()
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{
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fColor = texture(screenTexture, vTexPos);
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}
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@@ -0,0 +1,10 @@
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#version 430 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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