54 lines
1.4 KiB
GLSL
54 lines
1.4 KiB
GLSL
#version 450 core
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in vec2 vTexPos;
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out vec4 fColor;
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layout (location = 0) uniform vec2 screensize;
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layout(binding = 0) uniform sampler2D screenTexture;
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vec3 f (float x, float y)
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//{ return texture(screenTexture, vTexPos + vec2((x+0.5)/screensize.x,(y+0.5)/screensize.y)).xyz;
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{ return texture(screenTexture, vTexPos + vec2(x/screensize.x,y/screensize.y)).xyz;
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}
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bool t (vec3 x, vec3 y)
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{ return dot(x-y,x-y) < 0.005;
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}
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bool t3 (vec3 x, vec3 y, vec3 z)
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{ return t(x,y) && t(y,z);
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}
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vec3 c = f(0,0);
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bool bt (vec3 x, vec3 y)
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{ return x.x+x.y+x.z > y.x+y.y+y.z;}
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bool t4 (vec3 x, vec3 y, vec3 z)
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{ return t(x,z) && (t(x,y) || bt(x,c)) ;
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}
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int three = int(( floor(vTexPos.y * screensize.y))) % 3;
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void main()
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{
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vec3 tl = f(-2, 2);
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vec3 tt = f( 0, 2);
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vec3 tr = f( 2, 2);
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vec3 mr = f( 2, 0);
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vec3 br = f( 2,-2);
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vec3 bb = f( 0,-2);
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vec3 bl = f(-2,-2);
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vec3 ml = f(-2, 0);
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vec3 tlc = f(-1, 1);
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vec3 trc = f( 1, 1);
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vec3 brc = f( 1,-1);
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vec3 blc = f(-1,-1);
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// if (t4(tl,tr,br))
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// { fColor = vec4(tl,1);}
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// else if (t4(tr,br,bl))
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// { fColor = vec4(tr,1);}
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// else if (t4(br,bl,tl))
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// { fColor = vec4(br,1);}
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// else if (t4(bl,tl,tr))
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// { fColor = vec4(bl,1);}
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if (three == 0)
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//{fColor = vec4(0,0,0,1);}
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{fColor = vec4(c.x,0,0,1); }
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//{fColor = texture(screenTexture, vTexPos); }
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else if (three == 1)
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{fColor = vec4(0,c.y,0,1); }
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else
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{fColor = vec4(0,0,c.z,1); }
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}
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