2015-09-02 03:44:16 +03:00
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#version 100
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precision mediump float;
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2016-05-18 13:04:27 +03:00
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// Input vertex attributes (from vertex shader)
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2015-09-02 03:44:16 +03:00
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varying vec2 fragTexCoord;
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2016-05-18 13:04:27 +03:00
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varying vec4 fragColor;
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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// Input uniform values
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2015-09-02 03:44:16 +03:00
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uniform sampler2D texture0;
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2016-01-13 19:13:28 +03:00
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uniform vec4 fragTintColor;
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2015-09-02 03:44:16 +03:00
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// NOTE: Add here your custom variables
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void main()
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{
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vec4 sum = vec4(0);
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vec4 tc = vec4(0);
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for (int i = -4; i < 4; i++)
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{
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for (int j = -3; j < 3; j++)
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{
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sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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2016-05-18 13:04:27 +03:00
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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2015-09-02 03:44:16 +03:00
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gl_FragColor = tc;
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}
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