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d333eb6b
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Leszek Koltunski
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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//////////////////////////////////////////////////////////////////////////////////////////////
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6a06a912
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Leszek Koltunski
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precision highp float;
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d333eb6b
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Leszek Koltunski
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uniform sampler2D u_Texture; // The input texture.
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6a06a912
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Leszek Koltunski
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varying vec3 v_Position; // Interpolated position for this fragment.
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d333eb6b
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Leszek Koltunski
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varying vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment.
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varying vec3 v_Normal; // Interpolated normal for this fragment.
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varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment.
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6a06a912
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Leszek Koltunski
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uniform int fNumEffects; // total number of fragment effects
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#if NUM_FRAGMENT>0
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uniform int fType[NUM_FRAGMENT]; // their types.
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uniform vec3 fUniforms[3*NUM_FRAGMENT]; // i-th effect is 3 consecutive vec3's: [3*i], [3*i+1], [3*i+2]. first 4 floats are the Interpolated values,
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// next 5 describe the Region, i.e. area over which the effect is active.
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// Important note: here the Region is written in a different order than in the Vertex shader.
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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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void macroblock(float degree, int effect, inout vec2 tex)
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{
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vec2 one = vec2(1.0,1.0);
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vec2 a = degree*(fUniforms[effect].yz-one)+one;
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tex = ( max((1.0-degree)*tex,floor(tex*a)) + degree*vec2(0.5,0.5) ) / a;
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}
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//////////////////////////////////////////////////////////////////////////////////////////////
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// change the RGB values
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void chroma(float degree, int effect, inout vec4 color)
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{
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color.rgb = mix(color.rgb, vec3(fUniforms[effect].yz,fUniforms[effect+1].x), degree*fUniforms[effect].x);
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}
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//////////////////////////////////////////////////////////////////////////////////////////////
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// change the transparency level
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void alpha(float degree, int effect, inout vec4 color)
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{
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color.a *= (degree*(fUniforms[effect].x-1.0)+1.0);
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}
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//////////////////////////////////////////////////////////////////////////////////////////////
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// change the brightness level
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void brightness(float degree, int effect, inout vec4 color)
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{
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color.rgb = mix(vec3(0.0,0.0,0.0), color.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
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}
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//////////////////////////////////////////////////////////////////////////////////////////////
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// change the contrast level
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void contrast(float degree, int effect, inout vec4 color)
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{
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color.rgb = mix(vec3(0.5,0.5,0.5), color.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
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}
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//////////////////////////////////////////////////////////////////////////////////////////////
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// change the saturation level
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void saturation(float degree, int effect, inout vec4 color)
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{
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float luminance = dot(LUMI,color.rgb);
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color.rgb = mix(vec3(luminance,luminance,luminance), color.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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vec2 tex = v_TexCoordinate;
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vec4 col = v_Color;
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vec2 diff;
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float pointDegree;
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#if NUM_FRAGMENT>0
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for(int i=0; i<fNumEffects; i++)
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{
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diff = (v_Position.xy - fUniforms[3*i+2].yz)/fUniforms[3*i+1].yz;
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pointDegree = max(0.0,1.0-dot(diff,diff));
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//switch(fType[i])
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// {
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// case MACROBLOCK : macroblock(sign(pointDegree),3*i,tex); break;
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// case CHROMA : chroma (sign(pointDegree),3*i,col); break;
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// case SMOOTH_CHROMA : chroma ( pointDegree ,3*i,col); break;
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// case ALPHA : alpha (sign(pointDegree),3*i,col); break;
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// case SMOOTH_ALPHA : alpha ( pointDegree ,3*i,col); break;
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// case BRIGHTNESS : brightness(sign(pointDegree),3*i,col); break;
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// case SMOOTH_BRIGHTNESS : brightness( pointDegree ,3*i,col); break;
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// case CONTRAST : contrast (sign(pointDegree),3*i,col); break;
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// case SMOOTH_CONTRAST : contrast ( pointDegree ,3*i,col); break;
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// case SATURATION : saturation(sign(pointDegree),3*i,col); break;
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// case SMOOTH_SATURATION : saturation( pointDegree ,3*i,col); break;
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// }
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if( fType[i]==MACROBLOCK ) macroblock(sign(pointDegree),3*i,tex);
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else if( fType[i]==CHROMA ) chroma (sign(pointDegree),3*i,col);
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else if( fType[i]==SMOOTH_CHROMA ) chroma ( pointDegree ,3*i,col);
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else if( fType[i]==ALPHA ) alpha (sign(pointDegree),3*i,col);
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else if( fType[i]==SMOOTH_ALPHA ) alpha ( pointDegree ,3*i,col);
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else if( fType[i]==BRIGHTNESS ) brightness(sign(pointDegree),3*i,col);
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else if( fType[i]==SMOOTH_BRIGHTNESS ) brightness( pointDegree ,3*i,col);
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else if( fType[i]==CONTRAST ) contrast (sign(pointDegree),3*i,col);
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else if( fType[i]==SMOOTH_CONTRAST ) contrast ( pointDegree ,3*i,col);
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else if( fType[i]==SATURATION ) saturation(sign(pointDegree),3*i,col);
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else if( fType[i]==SMOOTH_SATURATION ) saturation( pointDegree ,3*i,col);
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}
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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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d333eb6b
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Leszek Koltunski
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}
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