1 | -- GLSL.Vert -- |
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2 | |
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3 | #version 120 |
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4 | |
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5 | void main() |
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6 | { |
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7 | gl_Position=gl_Vertex; |
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8 | gl_TexCoord[0]=gl_MultiTexCoord0; |
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9 | } |
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10 | |
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11 | -- GLSL.Frag -- |
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12 | |
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13 | #version 120 |
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14 | |
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15 | uniform sampler2D texture; |
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16 | uniform vec2 screen_size; |
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17 | uniform float time; |
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18 | uniform float flash; |
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19 | uniform float value; |
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20 | uniform float deform; |
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21 | uniform bool scanline; |
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22 | uniform float sync; |
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23 | |
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24 | const float PI=3.14159265358979323846; |
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25 | float lens=PI/(deform+sync*0.0625); |
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26 | |
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27 | vec2 zoom(in vec2 p,in float radius) |
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28 | { |
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29 | float zoom=1.5-(radius*cos(p.x*PI/lens)+radius*cos(p.y*PI/lens)); |
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30 | return vec2(p.x*zoom-0.5,p.y*zoom-0.5); |
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31 | } |
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32 | |
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33 | vec3 get_color(in sampler2D tex,in vec2 p) |
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34 | { |
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35 | return (p.x<-1.0||p.x>0.0||p.y<-1.0||p.y>0.0)?vec3(0.0,0.0,0.0):texture2D(tex,p).xyz; |
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36 | } |
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37 | |
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38 | float rand(in vec2 p) |
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39 | { |
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40 | return fract(sin(dot(p.xy,vec2(12.9898,78.233)))*43758.5453); |
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41 | } |
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42 | |
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43 | void main(void) |
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44 | { |
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45 | vec2 q=gl_TexCoord[0].xy; |
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46 | vec2 p=-1.0+2.0*gl_TexCoord[0].xy; |
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47 | p.y+=0.025*sync; |
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48 | vec2 z =zoom(p,0.5250); |
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49 | vec2 z1=zoom(p,0.5225); |
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50 | vec2 z2=zoom(p,0.5275); |
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51 | float g=(2.0-cos(PI/lens/2.0+z.x*PI/lens)-cos(PI/lens/2.0+z.y*PI/lens))*32.0; |
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52 | |
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53 | float rnd1=rand(vec2(p.x+time,p.y-time)); |
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54 | float rnd2=rand(vec2(p.x-time,p.y+time)); |
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55 | float d1=rnd1*value/float(screen_size.x); |
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56 | float d2=rnd2*value/float(screen_size.y); |
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57 | |
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58 | vec3 source;//=get_color(texture,z); |
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59 | source.x=get_color(texture,vec2(z.x+d1,z.y)).x; |
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60 | source.y=get_color(texture,vec2(z.x+d1,z.y)).y; |
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61 | source.z=get_color(texture,vec2(z.x+d1,z.y)).z; |
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62 | |
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63 | vec3 glass1=get_color(texture,z1); |
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64 | vec3 glass2=get_color(texture,z2); |
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65 | |
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66 | float v=value/float(screen_size.x)*g; |
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67 | |
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68 | vec3 noise; |
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69 | noise.x=get_color(texture,vec2(z.x+d1-v,z.y+d2)).x; |
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70 | noise.y=get_color(texture,vec2(z.x+d1 ,z.y-d2)).y; |
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71 | noise.z=get_color(texture,vec2(z.x+d1+v,z.y-d2)).z; |
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72 | |
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73 | vec3 color=source+glass1*glass1*0.25+glass2*glass2*0.25+(scanline?noise:source); |
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74 | |
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75 | color+=flash; // flash |
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76 | if(scanline) |
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77 | { |
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78 | color-=0.0125*mod(z.y*4.0+time*0.25,1.0); // electron beam |
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79 | color-=(vec3(rnd1,rnd1,rnd1)-vec3(rnd2,rnd2,rnd2))*0.1; // noise |
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80 | color*=0.75+0.25*sin(z.x*float(screen_size.x*2)); // scanline w |
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81 | color*=0.90+0.10*cos(z.y*float(screen_size.y))*sin(0.5+z.x*float(screen_size.x)); // scanline h |
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82 | } |
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83 | else |
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84 | { |
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85 | color*=0.675; |
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86 | } |
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87 | color=vec3(color.x*0.875,color.y*1.0,color.z*0.625); |
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88 | color*=q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0); // vignetting |
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89 | gl_FragColor=vec4(color,1.0); |
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90 | } |
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