58 lines
1.5 KiB
GLSL
58 lines
1.5 KiB
GLSL
#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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const vec2 fiveOff[5] = vec2[]
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( vec2( vOff,0.0 )
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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,0.0 )
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);
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vec4 combinef (vec4 ac, vec4 bc)
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//{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w -
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// ac.w*bc.w);
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//{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w);
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{ return vec4 (ac.rgb + bc.rgb * bc.a , ac.a + bc.a );
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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 = combinef(col,sampleTex[i]);
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//col += sampleTex[i] * frac;
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float alph = 0.0;
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for (int i = 0; i < 9; i++)
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alph += sampleTex[i].a;
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alph = min(sampleTex[4].a, alph/9.0);
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//
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//fColor = col;
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fColor = vec4(col.rgb/col.a,alph);
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//if (col.a == 0.0)
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//{ fColor = vec4(0,0,0,0); }
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//else
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//{ fColor = vec4( col.r/col.a , col.g/col.a , col.b/col.a, col.a/9.0); }
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}
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