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 | attribute vec2 in_Position; |
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6 | |
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7 | varying vec2 pass_Position; |
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8 | |
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9 | void main() |
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10 | { |
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11 | pass_Position = in_Position; |
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12 | gl_Position = vec4(in_Position, 0.0, 1.0); |
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13 | } |
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14 | |
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15 | -- GLSL.Frag -- |
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16 | |
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17 | #version 120 |
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18 | |
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19 | #if defined GL_ES |
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20 | precision highp float; |
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21 | #endif |
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22 | |
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23 | uniform sampler2D in_Texture; |
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24 | uniform float in_Flag; |
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25 | uniform vec3 in_Point; |
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26 | uniform vec3 in_Color; |
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27 | |
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28 | varying vec2 pass_Position; |
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29 | |
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30 | void main(void) |
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31 | { |
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32 | if (in_Flag == 0.0) |
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33 | { |
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34 | float tc = 0.0, ta = 0.0; |
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35 | { |
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36 | float s = 4.0 + 3.0 * in_Point.z; |
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37 | vec2 p = pass_Position - in_Point.xy * 0.8; |
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38 | float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); |
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39 | float u = t * t; |
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40 | tc += 3.0 * t * t - 2.0 * t * t * t; |
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41 | ta += 3.0 * u * u - 2.0 * u * u * u; |
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42 | } |
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43 | |
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44 | gl_FragColor = vec4(tc * in_Color, ta + 0.1); |
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45 | } |
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46 | else |
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47 | { |
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48 | vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); |
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49 | gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); |
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50 | } |
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51 | } |
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52 | |
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53 | -- HLSL.Vert -- |
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54 | |
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55 | void main(float2 in_Position : POSITION, |
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56 | out float4 out_Position : POSITION) |
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57 | { |
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58 | out_Position = float4(in_Position, 0.0, 1.0); |
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59 | } |
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60 | |
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61 | -- HLSL.Frag -- |
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62 | |
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63 | void main(out float4 out_FragColor : COLOR) |
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64 | { |
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65 | out_FragColor = float4(0.7, 0.2, 0.5, 1.0); |
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66 | } |
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67 | |
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