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<renderpath>
<command type="quad" tag="CrossStitch" vs="CrossStitch" ps="CrossStitch" output="viewport">
<texture unit="diffuse" name="viewport" />
</command>
</renderpath>
#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;
<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>
@rasteron
rasteron / Distortion.glsl
Created September 1, 2015 23:59
Underwater Distortion
#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;
<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>
@rasteron
rasteron / OldTV.glsl
Last active September 3, 2015 01:49
Old TV Effect
#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;
<renderpath>
<command type="quad" tag="OldTV" vs="OldTV" ps="OldTV" output="viewport">
<texture unit="diffuse" name="viewport" />
</command>
</renderpath>
@rasteron
rasteron / Emboss.glsl
Created September 3, 2015 03:53
Simple Emboss Effect
#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;
<renderpath>
<command type="quad" tag="Emboss" vs="Emboss" ps="Emboss" output="viewport">
<texture unit="diffuse" name="viewport" />
</command>
</renderpath>
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#ifdef COMPILEPS
uniform float cElapsedTime;
#endif
uniform sampler2D tex;