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<renderpath>
<command type="quad" tag="Sepia" vs="Sepia" ps="Sepia" output="viewport">
<texture unit="diffuse" name="viewport" />
</command>
</renderpath>
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Lighting.glsl"
varying vec2 vScreenPos;
void VS()
{
<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>
#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;
<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>
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Lighting.glsl"
varying vec2 vScreenPos;
#ifdef COMPILEPS
uniform float cGamma;
<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>
#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;
#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;
<renderpath>
<command type="quad" tag="CrossStitch" vs="CrossStitch" ps="CrossStitch" output="viewport">
<texture unit="diffuse" name="viewport" />
</command>
</renderpath>