mirror of https://github.com/raysan5/raylib
Replaced deprecated texture2D() function by texture()
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183795b8aa
commit
03c82605a0
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@ -18,23 +18,23 @@ void main()
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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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sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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if (texture2D(texture0, fragTexCoord).r < 0.3)
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if (texture(texture0, fragTexCoord).r < 0.3)
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{
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tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
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tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
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}
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else
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{
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if (texture2D(texture0, fragTexCoord).r < 0.5)
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if (texture(texture0, fragTexCoord).r < 0.5)
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{
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tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
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tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
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}
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else
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{
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tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
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tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
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}
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}
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@ -9,20 +9,20 @@ uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280;
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const float renderHeight = 720;
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
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float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
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void main()
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{
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vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
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vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
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for (int i = 1; i < 3; i++)
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{
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tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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}
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fragColor = vec4(tc, 1.0);
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@ -9,16 +9,16 @@ uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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float hatchOffsetY = 5.0f;
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float lumThreshold01 = 0.9f;
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float lumThreshold02 = 0.7f;
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float lumThreshold03 = 0.5f;
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float lumThreshold04 = 0.3f;
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;
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float lumThreshold02 = 0.7;
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float lumThreshold03 = 0.5;
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float lumThreshold04 = 0.3;
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void main()
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{
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vec3 tc = vec3(1.0, 1.0, 1.0);
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float lum = length(texture2D(texture0, fragTexCoord).rgb);
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float lum = length(texture(texture0, fragTexCoord).rgb);
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if (lum < lumThreshold01)
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{
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@ -9,10 +9,10 @@ uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280;
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const float renderHeight = 720;
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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float stitchingSize = 6.0f;
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float stitchingSize = 6.0;
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uniform int invert = 0;
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@ -35,11 +35,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
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if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
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{
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if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
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else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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}
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else
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{
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if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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else c = vec4(0.0, 0.0, 0.0, 1.0);
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}
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@ -11,21 +11,21 @@ uniform vec4 fragTintColor;
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void main()
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{
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vec4 color = texture2D(texture0, fragTexCoord);
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vec4 color = texture(texture0, fragTexCoord);
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color += texture2D(texture0, fragTexCoord + 0.001);
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color += texture2D(texture0, fragTexCoord + 0.003);
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color += texture2D(texture0, fragTexCoord + 0.005);
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color += texture2D(texture0, fragTexCoord + 0.007);
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color += texture2D(texture0, fragTexCoord + 0.009);
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color += texture2D(texture0, fragTexCoord + 0.011);
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color += texture(texture0, fragTexCoord + 0.001);
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color += texture(texture0, fragTexCoord + 0.003);
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color += texture(texture0, fragTexCoord + 0.005);
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color += texture(texture0, fragTexCoord + 0.007);
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color += texture(texture0, fragTexCoord + 0.009);
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color += texture(texture0, fragTexCoord + 0.011);
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color += texture2D(texture0, fragTexCoord - 0.001);
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color += texture2D(texture0, fragTexCoord - 0.003);
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color += texture2D(texture0, fragTexCoord - 0.005);
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color += texture2D(texture0, fragTexCoord - 0.007);
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color += texture2D(texture0, fragTexCoord - 0.009);
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color += texture2D(texture0, fragTexCoord - 0.011);
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color += texture(texture0, fragTexCoord - 0.001);
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color += texture(texture0, fragTexCoord - 0.003);
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color += texture(texture0, fragTexCoord - 0.005);
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color += texture(texture0, fragTexCoord - 0.007);
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color += texture(texture0, fragTexCoord - 0.009);
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color += texture(texture0, fragTexCoord - 0.011);
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color.rgb = vec3((color.r + color.g + color.b)/3.0);
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color = color/9.5;
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@ -13,7 +13,7 @@ const float PI = 3.1415926535;
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void main()
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{
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float aperture = 178.0f;
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float aperture = 178.0;
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float apertureHalf = 0.5 * aperture * (PI / 180.0);
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float maxFactor = sin(apertureHalf);
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@ -36,5 +36,5 @@ void main()
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uv = fragTexCoord.xy;
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}
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fragColor = texture2D(texture0, uv);
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fragColor = texture(texture0, uv);
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}
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@ -11,7 +11,7 @@ uniform vec4 fragTintColor;
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void main()
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{
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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vec4 base = texture(texture0, fragTexCoord)*fragTintColor;
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// Convert to grayscale using NTSC conversion weights
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float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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@ -9,11 +9,11 @@ uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280;
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const float renderHeight = 720;
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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uniform float pixelWidth = 5.0f;
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uniform float pixelHeight = 5.0f;
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uniform float pixelWidth = 5.0;
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uniform float pixelHeight = 5.0;
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void main()
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{
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@ -22,7 +22,7 @@ void main()
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vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
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vec3 tc = texture2D(texture0, coord).rgb;
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vec3 tc = texture(texture0, coord).rgb;
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fragColor = vec4(tc, 1.0);
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}
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@ -9,12 +9,12 @@ uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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float gamma = 0.6f;
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float numColors = 8.0f;
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float gamma = 0.6;
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float numColors = 8.0;
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void main()
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{
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vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
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vec3 color = texture(texture0, fragTexCoord.xy).rgb;
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color = pow(color, vec3(gamma, gamma, gamma));
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color = color*numColors;
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@ -11,7 +11,7 @@ uniform vec4 fragTintColor;
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void main()
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{
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vec3 color = texture2D(texture0, fragTexCoord).rgb;
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vec3 color = texture(texture0, fragTexCoord).rgb;
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vec3 colors[3];
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colors[0] = vec3(0.0, 0.0, 1.0);
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colors[1] = vec3(1.0, 1.0, 0.0);
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@ -9,8 +9,8 @@ uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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float offset = 0;
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float frequency = 720/3.0;
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float offset = 0.0;
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float frequency = 720.0/3.0;
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uniform float time;
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@ -21,7 +21,7 @@ void main (void)
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float tval = 0; //time
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vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
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vec4 color = texture2D(texture0, fragTexCoord);
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vec4 color = texture(texture0, fragTexCoord);
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color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
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color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
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@ -35,7 +35,7 @@ void main (void)
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float globalPos = (fragTexCoord.y + offset) * frequency;
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float wavePos = cos((fract(globalPos) - 0.5)*3.14);
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vec4 color = texture2D(texture0, fragTexCoord);
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vec4 color = texture(texture0, fragTexCoord);
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fragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
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fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
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}
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@ -9,13 +9,13 @@ uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280;
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const float renderHeight = 720;
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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float radius = 250.0;
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float angle = 0.8;
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uniform vec2 center = vec2(200, 200);
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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{
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@ -35,7 +35,7 @@ void main (void)
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}
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tc += center;
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vec3 color = texture2D(texture0, tc/texSize).rgb;
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vec3 color = texture(texture0, tc/texSize).rgb;
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fragColor = vec4(color, 1.0);;
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}
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@ -11,7 +11,7 @@ uniform vec4 fragTintColor;
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void main()
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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vec4 texelColor = texture(texture0, fragTexCoord);
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// NOTE: Implement here your fragment shader code
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