Revision 341c803d
Added by Leszek Koltunski almost 8 years ago
src/main/res/raw/main_fragment_shader.glsl | ||
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const vec3 LUMI = vec3( 0.2125, 0.7154, 0.0721 ); |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// macroblocks
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// MACROBLOCK EFFECT
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void macroblock(float degree, int effect, inout vec2 tex) |
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{ |
... | ... | |
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// change the RGB values
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// CHROMA EFFECT
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void chroma(float degree, int effect, inout vec4 color) |
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{ |
... | ... | |
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// change the transparency level
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// ALPHA EFFECT (change transparency level)
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void alpha(float degree, int effect, inout vec4 color) |
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{ |
... | ... | |
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// change the brightness level
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// BRIGHTNESS EFFECT
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void brightness(float degree, int effect, inout vec4 color) |
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{ |
... | ... | |
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// change the contrast level
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// CONTRAST EFFECT
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void contrast(float degree, int effect, inout vec4 color) |
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{ |
... | ... | |
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// change the saturation level
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// SATURATION EFFECT
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void saturation(float degree, int effect, inout vec4 color) |
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{ |
... | ... | |
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{ |
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diff = (v_Position.xy - fUniforms[2*i+1].xy)/fUniforms[2*i+1].zw; |
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pointDegree = max(0.0,1.0-dot(diff,diff)); |
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//switch(fType[i]) // future version of GLSL |
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// { |
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// case MACROBLOCK : macroblock(sign(pointDegree),2*i,tex); break; |
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// case CHROMA : chroma (sign(pointDegree),2*i,col); break; |
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// case SMOOTH_CHROMA : chroma ( pointDegree ,2*i,col); break; |
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// case ALPHA : alpha (sign(pointDegree),2*i,col); break; |
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// case SMOOTH_ALPHA : alpha ( pointDegree ,2*i,col); break; |
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// case BRIGHTNESS : brightness(sign(pointDegree),2*i,col); break; |
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// case SMOOTH_BRIGHTNESS : brightness( pointDegree ,2*i,col); break; |
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// case CONTRAST : contrast (sign(pointDegree),2*i,col); break; |
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// case SMOOTH_CONTRAST : contrast ( pointDegree ,2*i,col); break; |
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// case SATURATION : saturation(sign(pointDegree),2*i,col); break; |
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// case SMOOTH_SATURATION : saturation( pointDegree ,2*i,col); break; |
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// } |
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if( fType[i]==MACROBLOCK ) macroblock(sign(pointDegree),2*i,tex); |
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else if( fType[i]==CHROMA ) chroma (sign(pointDegree),2*i,col); |
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else if( fType[i]==SMOOTH_CHROMA ) chroma ( pointDegree ,2*i,col); |
... | ... | |
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#endif |
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gl_FragColor = (col * 0.5 * (v_Normal.z+1.0) * texture2D(u_Texture, tex)); |
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} |
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} |
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