Created
March 25, 2012 13:29
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Shaders
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uniform sampler2D framebuffer; | |
float contrast(float c) | |
{ | |
float a = 0.3; | |
return clamp((c - a) / (1 - a), 0, 1); | |
} | |
void main(void) | |
{ | |
float radius = 0.005; | |
vec2 pos = gl_TexCoord[0].xy; | |
float color = 0; | |
float sum = 0; | |
for(int x = -3; x < 4; x++) | |
{ | |
for(int y = -3; y < 4; y++) | |
{ | |
vec2 offset = vec2(x * radius, y * radius); | |
float dist = exp(- sqrt(x * x + y * y) / 2); | |
vec4 t = texture2D(framebuffer, pos + offset); | |
color += contrast((t.r + t.g + t.b) / 3) * dist; | |
sum += dist; | |
} | |
} | |
color /= sum; | |
vec4 tc = texture2D(framebuffer, pos) + vec4(color, color, color, 1) * 0.5; | |
gl_FragColor = tc; | |
} |
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uniform sampler2D framebuffer; | |
void main(void) | |
{ | |
vec4 c = texture2D(framebuffer, gl_TexCoord[0].xy); | |
float val1 = c.r + 2 * c.g - 2 * c.b; | |
float val2 = (c.r + c.g + c.b) / 3; | |
float val = 0.8 * val1 + 0.2 * val2; | |
float sum = (1.005 * (1 + c.g) + 1.005 * (1 + c.r) + 1) / 3; | |
gl_FragColor = vec4(val * 1.005 * (1 + c.g) / sum, val * 1.005 * (1 + c.r) / sum, val / sum, 1); | |
} | |
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uniform sampler2D framebuffer; | |
float contrast(float c) | |
{ | |
float a = 0.09; | |
return (c - a) / (1 - 2 * a); | |
} | |
void main(void) | |
{ | |
vec4 pixel = texture2D(framebuffer, gl_TexCoord[0].xy); | |
pixel.r = contrast(pixel.r * 1.3); | |
pixel.g = contrast(pixel.g + 0.05); | |
pixel.b = contrast(pixel.b * 0.4 + 0.3); | |
gl_FragColor = pixel; | |
} |
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uniform sampler2D framebuffer; | |
uniform float t; | |
void main(void) | |
{ | |
vec2 pos = gl_TexCoord[0].xy; | |
vec2 offset = vec2(sin(t + pos.x * 31), cos(t + pos.y * 37)) * 0.006; | |
gl_FragColor = texture2D(framebuffer, offset + gl_TexCoord[0].xy) * vec4(0.5, 0.7, 1, 1); | |
} |
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