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<renderpath> | |
<command type="quad" tag="CrossStitch" vs="CrossStitch" ps="CrossStitch" output="viewport"> | |
<texture unit="diffuse" name="viewport" /> | |
</command> | |
</renderpath> |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
varying vec2 vScreenPos; | |
#ifdef COMPILEPS | |
const float cRadius = 0.75; | |
const float cSoftness = 0.45; |
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<renderpath> | |
<command type="quad" tag="Vignette" vs="Vignette" ps="Vignette" output="viewport"> | |
<parameter name="Softness" value="0.75" /> | |
<parameter name="Radius" value="0.45" /> | |
<texture unit="diffuse" name="viewport" /> | |
</command> | |
</renderpath> |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
#include "Lighting.glsl" | |
varying vec2 vScreenPos; | |
uniform sampler2D tex; | |
uniform float total_time = 10.0; |
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<renderpath> | |
<command type="quad" tag="Distortion" vs="Distortion" ps="Distortion" output="viewport"> | |
<parameter name="ElapsedTime" value="1.0" /> | |
<texture unit="diffuse" name="viewport" /> | |
</command> | |
</renderpath> |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
varying vec2 vScreenPos; | |
precision mediump float; | |
uniform float noise_seed; | |
vec2 scale = vec2(1.0, 1.0); | |
const float mScale = 0.5; |
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<renderpath> | |
<command type="quad" tag="OldTV" vs="OldTV" ps="OldTV" output="viewport"> | |
<texture unit="diffuse" name="viewport" /> | |
</command> | |
</renderpath> |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
varying vec2 vScreenPos; | |
varying vec2 vTexCoord; | |
varying vec4 vColor; | |
uniform float pixelWidth = 1024.0; |
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<renderpath> | |
<command type="quad" tag="Emboss" vs="Emboss" ps="Emboss" output="viewport"> | |
<texture unit="diffuse" name="viewport" /> | |
</command> | |
</renderpath> |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
#ifdef COMPILEPS | |
uniform float cElapsedTime; | |
#endif | |
uniform sampler2D tex; |