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4c1dd6e9
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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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d6e94c84
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Leszek Koltunski
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#define NUM_POSTPROCESS 3
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#define BLUR 0
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precision lowp float;
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varying vec2 v_TexCoordinate;
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4c1dd6e9
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Leszek Koltunski
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uniform sampler2D u_Texture;
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uniform vec2 u_objD;
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d6e94c84
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Leszek Koltunski
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uniform int pNumEffects; // total number of postprocessing effects
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4c1dd6e9
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Leszek Koltunski
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#if NUM_POSTPROCESS>0
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uniform int pType[NUM_POSTPROCESS]; // their types.
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uniform vec4 pUniforms[2*NUM_POSTPROCESS]; // i-th effect is 2 consecutive vec4's: [2*i], [2*i+1].
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//////////////////////////////////////////////////////////////////////////////////////////////
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// BLUR EFFECT
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d6e94c84
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Leszek Koltunski
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void blur(out vec4 pixel)
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4c1dd6e9
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Leszek Koltunski
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{
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d6e94c84
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Leszek Koltunski
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pixel = vec4(0.0);
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4c1dd6e9
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Leszek Koltunski
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float blurSizeH = 1.0 / u_objD.x;
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float blurSizeV = 1.0 / u_objD.y;
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d6e94c84
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Leszek Koltunski
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for (float x = -4.0; x <= 4.0; x+=1.0)
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for (float y = -4.0; y <= 4.0; y+=1.0)
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{
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pixel += texture2D( u_Texture, vec2(v_TexCoordinate.x + x * blurSizeH, v_TexCoordinate.y + y * blurSizeV) ) / 81.0;
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}
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4c1dd6e9
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Leszek Koltunski
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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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vec4 pixel = texture2D(u_Texture,v_TexCoordinate);
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#if NUM_POSTPROCESS>0
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d6e94c84
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Leszek Koltunski
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for(int i=0; i<pNumEffects; i++)
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4c1dd6e9
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Leszek Koltunski
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{
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if( pType[i]==BLUR ) blur(pixel);
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}
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#endif
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gl_FragColor = pixel;
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}
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