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fixed 14 files out of 2200:

- removed 0 CR characters
 - removed 12 trailing whitespaces
 - replaced 245 tabs with spaces
master
Lolbot Sam Hocevar <sam@hocevar.net> il y a 12 ans
Parent
révision
8a23f3a964
9 fichiers modifiés avec 151 ajouts et 151 suppressions
  1. +20
    -20
      neercs/video/blurh.lolfx
  2. +20
    -20
      neercs/video/blurv.lolfx
  3. +17
    -17
      neercs/video/color.lolfx
  4. +16
    -16
      neercs/video/copper.lolfx
  5. +7
    -7
      neercs/video/glow.lolfx
  6. +19
    -19
      neercs/video/noise.lolfx
  7. +38
    -38
      neercs/video/postfx.lolfx
  8. +7
    -7
      neercs/video/remanency.lolfx
  9. +7
    -7
      neercs/video/simple.lolfx

+ 20
- 20
neercs/video/blurh.lolfx Voir le fichier

@@ -3,10 +3,10 @@
#version 120

void main()
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}

-- GLSL.Frag --

@@ -16,19 +16,19 @@ uniform sampler2D texture;
uniform vec2 radius;

void main(void)
{
vec4 total=vec4(0.0);
vec2 p=gl_TexCoord[0].xy;
float mask=2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0);
float b=radius.x+radius.y*mask;
total+=texture2D(texture,vec2(p.x-b*4.0,p.y))*0.04;
total+=texture2D(texture,vec2(p.x-b*3.0,p.y))*0.08;
total+=texture2D(texture,vec2(p.x-b*2.0,p.y))*0.12;
total+=texture2D(texture,vec2(p.x-b ,p.y))*0.16;
total+=texture2D(texture,vec2(p.x ,p.y))*0.20;
total+=texture2D(texture,vec2(p.x+b ,p.y))*0.16;
total+=texture2D(texture,vec2(p.x+b*2.0,p.y))*0.12;
total+=texture2D(texture,vec2(p.x+b*3.0,p.y))*0.08;
total+=texture2D(texture,vec2(p.x+b*4.0,p.y))*0.04;
gl_FragColor=total;
}
{
vec4 total=vec4(0.0);
vec2 p=gl_TexCoord[0].xy;
float mask=2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0);
float b=radius.x+radius.y*mask;
total+=texture2D(texture,vec2(p.x-b*4.0,p.y))*0.04;
total+=texture2D(texture,vec2(p.x-b*3.0,p.y))*0.08;
total+=texture2D(texture,vec2(p.x-b*2.0,p.y))*0.12;
total+=texture2D(texture,vec2(p.x-b ,p.y))*0.16;
total+=texture2D(texture,vec2(p.x ,p.y))*0.20;
total+=texture2D(texture,vec2(p.x+b ,p.y))*0.16;
total+=texture2D(texture,vec2(p.x+b*2.0,p.y))*0.12;
total+=texture2D(texture,vec2(p.x+b*3.0,p.y))*0.08;
total+=texture2D(texture,vec2(p.x+b*4.0,p.y))*0.04;
gl_FragColor=total;
}

+ 20
- 20
neercs/video/blurv.lolfx Voir le fichier

@@ -3,10 +3,10 @@
#version 120

void main()
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}

-- GLSL.Frag --

@@ -16,19 +16,19 @@ uniform sampler2D texture;
uniform vec2 radius;

void main(void)
{
vec4 total=vec4(0.0);
vec2 p=gl_TexCoord[0].xy;
float mask=2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0);
float b=radius.x+radius.y*mask;
total+=texture2D(texture,vec2(p.x,p.y-b*4.0))*0.04;
total+=texture2D(texture,vec2(p.x,p.y-b*3.0))*0.08;
total+=texture2D(texture,vec2(p.x,p.y-b*2.0))*0.12;
total+=texture2D(texture,vec2(p.x,p.y-b ))*0.16;
total+=texture2D(texture,vec2(p.x,p.y ))*0.20;
total+=texture2D(texture,vec2(p.x,p.y+b ))*0.16;
total+=texture2D(texture,vec2(p.x,p.y+b*2.0))*0.12;
total+=texture2D(texture,vec2(p.x,p.y+b*3.0))*0.08;
total+=texture2D(texture,vec2(p.x,p.y+b*4.0))*0.04;
gl_FragColor=total;
}
{
vec4 total=vec4(0.0);
vec2 p=gl_TexCoord[0].xy;
float mask=2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0);
float b=radius.x+radius.y*mask;
total+=texture2D(texture,vec2(p.x,p.y-b*4.0))*0.04;
total+=texture2D(texture,vec2(p.x,p.y-b*3.0))*0.08;
total+=texture2D(texture,vec2(p.x,p.y-b*2.0))*0.12;
total+=texture2D(texture,vec2(p.x,p.y-b ))*0.16;
total+=texture2D(texture,vec2(p.x,p.y ))*0.20;
total+=texture2D(texture,vec2(p.x,p.y+b ))*0.16;
total+=texture2D(texture,vec2(p.x,p.y+b*2.0))*0.12;
total+=texture2D(texture,vec2(p.x,p.y+b*3.0))*0.08;
total+=texture2D(texture,vec2(p.x,p.y+b*4.0))*0.04;
gl_FragColor=total;
}

+ 17
- 17
neercs/video/color.lolfx Voir le fichier

@@ -3,10 +3,10 @@
#version 120

void main()
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}

-- GLSL.Frag --

@@ -19,16 +19,16 @@ uniform vec3 color;
uniform float flash;

void main(void)
{
vec2 p=gl_FragCoord.xy/screen_size.xy;
vec3 c=texture2D(texture,p).xyz;
float a=(c.x+c.y+c.z)/3.0;
c=mix(c,vec3(a),color.z); // grayscale
c*=filter; // filter
c*=color.x; // brightness
c=0.5+(c-0.5)*color.y; // contrast
c+=flash; // flash
gl_FragColor=vec4(c,1.0);
}
{
vec2 p=gl_FragCoord.xy/screen_size.xy;
vec3 c=texture2D(texture,p).xyz;
float a=(c.x+c.y+c.z)/3.0;
c=mix(c,vec3(a),color.z); // grayscale
c*=filter; // filter
c*=color.x; // brightness
c=0.5+(c-0.5)*color.y; // contrast
c+=flash; // flash
gl_FragColor=vec4(c,1.0);
}

+ 16
- 16
neercs/video/copper.lolfx Voir le fichier

@@ -3,10 +3,10 @@
#version 120

void main()
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}

-- GLSL.Frag --

@@ -18,20 +18,20 @@ uniform float time;
uniform vec4 copper;

void main(void)
{
vec2 p=gl_TexCoord[0].xy;
vec3 color=texture2D(texture,p).xyz;
{
vec2 p=gl_TexCoord[0].xy;
vec3 color=texture2D(texture,p).xyz;

vec3 copper=vec3(0.5);
vec3 copper=vec3(0.5);

copper.x+=0.5*cos(p.y*float(screen_size.y/64)+time*2.0);
copper.z+=0.5*sin(p.y*float(screen_size.y/64)+time*2.0);
copper.x+=0.5*cos(p.y*float(screen_size.y/64)+time*2.0);
copper.z+=0.5*sin(p.y*float(screen_size.y/64)+time*2.0);

copper*=0.75+0.375*cos(p.y*float(screen_size.x/8)-time*2.0);
copper*=0.75+0.375*cos(p.y*float(screen_size.x/8)-time*2.0);

copper.x=float(int(copper.x*8.0)*32)/256.0;
copper.y=float(int(copper.y*8.0)*32)/256.0;
copper.z=float(int(copper.z*8.0)*32)/256.0;
copper.x=float(int(copper.x*8.0)*32)/256.0;
copper.y=float(int(copper.y*8.0)*32)/256.0;
copper.z=float(int(copper.z*8.0)*32)/256.0;

gl_FragColor=vec4((dot(color,color)==1.0)?copper:color,1.0);
}
gl_FragColor=vec4((dot(color,color)==1.0)?copper:color,1.0);
}

+ 7
- 7
neercs/video/glow.lolfx Voir le fichier

@@ -3,10 +3,10 @@
#version 120

void main()
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}

-- GLSL.Frag --

@@ -17,6 +17,6 @@ uniform sampler2D source;
uniform vec2 mix;

void main(void)
{
gl_FragColor=texture2D(source,gl_TexCoord[0].xy)*mix.x+texture2D(glow,gl_TexCoord[0].xy)*mix.y;
}
{
gl_FragColor=texture2D(source,gl_TexCoord[0].xy)*mix.x+texture2D(glow,gl_TexCoord[0].xy)*mix.y;
}

+ 19
- 19
neercs/video/noise.lolfx Voir le fichier

@@ -3,10 +3,10 @@
#version 120

void main()
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}

-- GLSL.Frag --

@@ -20,20 +20,20 @@ uniform float noise;
uniform vec3 retrace;

float rand(in vec2 p,in float t,in float v)
{
return fract(sin(dot(p+mod(t,2.0),vec2(12.9898,78.2333)))*v);
}
{
return fract(sin(dot(p+mod(t,2.0),vec2(12.9898,78.2333)))*v);
}

void main(void)
{
vec2 p=gl_FragCoord.xy/screen_size.xy;
float r1=rand(p,time,43758.5453);
float r2=rand(p,time,70425.2854);
vec2 o=(offset-offset*2.0*r1)/screen_size;
vec3 c=texture2D(texture,p+o).xyz; // offset
c*=1.0+(noise-noise*2.0*r1); // noise
c-=retrace.x*0.01*mod(p.y*retrace.y+time*retrace.z,1.0); // retrace
gl_FragColor=vec4(c,1.0);
}
{
vec2 p=gl_FragCoord.xy/screen_size.xy;
float r1=rand(p,time,43758.5453);
float r2=rand(p,time,70425.2854);
vec2 o=(offset-offset*2.0*r1)/screen_size;
vec3 c=texture2D(texture,p+o).xyz; // offset
c*=1.0+(noise-noise*2.0*r1); // noise
c-=retrace.x*0.01*mod(p.y*retrace.y+time*retrace.z,1.0); // retrace
gl_FragColor=vec4(c,1.0);
}

+ 38
- 38
neercs/video/postfx.lolfx Voir le fichier

@@ -3,10 +3,10 @@
#version 120

void main()
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}

-- GLSL.Frag --

@@ -28,47 +28,47 @@ uniform vec3 corner;
uniform float sync;

vec2 screen(in vec2 p,in float radius)
{
float d=deform.x+sync*0.0625;
return p*(1.5-(radius*cos(p.x*d)+radius*cos(p.y*d)))-0.5;
}
{
float d=deform.x+sync*0.0625;
return p*(1.5-(radius*cos(p.x*d)+radius*cos(p.y*d)))-0.5;
}

vec3 get_color(in sampler2D tex,in vec2 p)
{
return texture2D(tex,clamp(p,-1.0,0.0)).xyz;
}
{
return texture2D(tex,clamp(p,-1.0,0.0)).xyz;
}

float letterbox(in vec2 p,in float w,in float radius,in float smooth)
{
return 1.0-smoothstep(smooth,1.0,length(max(abs(p*w+w/2.0)-vec2(radius),0.0))+radius);
}
{
return 1.0-smoothstep(smooth,1.0,length(max(abs(p*w+w/2.0)-vec2(radius),0.0))+radius);
}

void main(void)
{
vec2 q=gl_FragCoord.xy/screen_size.xy;
vec2 p=-1.0+2.0*gl_FragCoord.xy/screen_size.xy;
p.y+=0.025*sync;
vec2 z=screen(p,deform.y);
vec2 z1=screen(p,deform.y+ghost1.z*0.01);
vec2 z2=screen(p,deform.y+ghost2.z*0.01);
float mask=q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0);
{
vec2 q=gl_FragCoord.xy/screen_size.xy;
vec2 p=-1.0+2.0*gl_FragCoord.xy/screen_size.xy;
p.y+=0.025*sync;
vec2 z=screen(p,deform.y);
vec2 z1=screen(p,deform.y+ghost1.z*0.01);
vec2 z2=screen(p,deform.y+ghost2.z*0.01);
float mask=q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0);

vec3 source=get_color(texture,z);
vec3 g1=get_color(texture,z1-ghost1.xy);
vec3 g2=get_color(texture,z2-ghost2.xy);
vec3 source=get_color(texture,z);
vec3 g1=get_color(texture,z1-ghost1.xy);
vec3 g2=get_color(texture,z2-ghost2.xy);

vec3 c=source+g1*ghost1.w+g2*ghost2.w; // mix
vec3 c=source+g1*ghost1.w+g2*ghost2.w; // mix

float v=aberration/float(screen_size.x)+aberration/float(screen_size.x)*(2.0-mask);
vec3 ca1=get_color(texture,vec2(z.x-v,z.y));
vec3 ca2=get_color(texture,vec2(z.x+v,z.y));
c+=vec3(ca1.x,c.y,ca2.z); // chromatic aberration
float v=aberration/float(screen_size.x)+aberration/float(screen_size.x)*(2.0-mask);
vec3 ca1=get_color(texture,vec2(z.x-v,z.y));
vec3 ca2=get_color(texture,vec2(z.x+v,z.y));
c+=vec3(ca1.x,c.y,ca2.z); // chromatic aberration

c*=moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z))*sin(0.5+z.x*float(screen_size.x*moire_h.w)); // moire h
c*=moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z))*sin(0.5+z.y*float(screen_size.y*moire_v.w)); // moire v
c*=scanline_h.x+scanline_h.y*cos(z.y*float(screen_size.y*scanline_h.z+scanline_h.w)); // scanline h
c*=scanline_v.x+scanline_v.y*cos(z.x*float(screen_size.x*scanline_v.z+scanline_v.w)); // scanline v
c*=(mask-vignetting); // vignetting
c*=letterbox(z,corner.x+2.0,corner.y,corner.z); // corner
gl_FragColor=vec4(c,1.0);
}
c*=moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z))*sin(0.5+z.x*float(screen_size.x*moire_h.w)); // moire h
c*=moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z))*sin(0.5+z.y*float(screen_size.y*moire_v.w)); // moire v
c*=scanline_h.x+scanline_h.y*cos(z.y*float(screen_size.y*scanline_h.z+scanline_h.w)); // scanline h
c*=scanline_v.x+scanline_v.y*cos(z.x*float(screen_size.x*scanline_v.z+scanline_v.w)); // scanline v
c*=(mask-vignetting); // vignetting
c*=letterbox(z,corner.x+2.0,corner.y,corner.z); // corner
gl_FragColor=vec4(c,1.0);
}

+ 7
- 7
neercs/video/remanency.lolfx Voir le fichier

@@ -3,10 +3,10 @@
#version 120

void main()
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}
{
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}

-- GLSL.Frag --

@@ -17,6 +17,6 @@ uniform sampler2D buffer;
uniform vec2 mix;

void main(void)
{
gl_FragColor=texture2D(source,gl_TexCoord[0].xy)*mix.x+texture2D(buffer,gl_TexCoord[0].xy)*mix.y;
}
{
gl_FragColor=texture2D(source,gl_TexCoord[0].xy)*mix.x+texture2D(buffer,gl_TexCoord[0].xy)*mix.y;
}

+ 7
- 7
neercs/video/simple.lolfx Voir le fichier

@@ -3,10 +3,10 @@
#version 120

void main()
{
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
{
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}

-- GLSL.Frag --

@@ -15,6 +15,6 @@ void main()
uniform sampler2D texture;

void main(void)
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);
}
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);
}

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