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<renderpath> | |
<command type="quad" tag="Sepia" vs="Sepia" ps="Sepia" 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" | |
#include "Lighting.glsl" | |
varying vec2 vScreenPos; | |
void VS() | |
{ |
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<renderpath> | |
<command type="quad" tag="Crosshatch" vs="Crosshatch" ps="Crosshatch" output="viewport"> | |
<parameter name="HatchYOffset" value="5.0" /> | |
<parameter name="LumThreshold1" value="1.0" /> | |
<parameter name="LumThreshold2" value="0.7" /> | |
<parameter name="LumThreshold3" value="0.5" /> | |
<parameter name="LumThreshold4" value="0.3" /> | |
<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 sceneTex; // 0 | |
uniform float vx_offset; |
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<renderpath> | |
<command type="quad" tag="Posterization" vs="Posterization" ps="Posterization" output="viewport"> | |
<parameter name="Gamma" value="0.6" /> | |
<parameter name="NumColors" value="4.0" /> | |
<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; | |
#ifdef COMPILEPS | |
uniform float cGamma; |
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<renderpath> | |
<command type="quad" tag="Pixelate" vs="Pixelate" ps="Pixelate" output="viewport"> | |
<parameter name="VXOffset" value="1.0" /> | |
<parameter name="PixelWidth" value="8.0" /> | |
<parameter name="PixelHeight" value="8.0" /> | |
<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; | |
uniform float rt_w; | |
uniform float rt_h; | |
uniform sampler2D sceneTex; |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
varying vec2 vScreenPos; | |
uniform float rt_w; | |
uniform float rt_h; | |
uniform float stitching_size = 8.0; |
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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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