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@@ -92,16 +92,16 @@ vec2 glow_mix(0.6f,0.4f); // glow mix [source mix,glow mix] |
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vec2 glow_large(2.0f,2.0f); // large glow radius [center,corner] |
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vec2 glow_large(2.0f,2.0f); // large glow radius [center,corner] |
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vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner] |
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vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner] |
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vec2 blur(0.5f,0.5f); // blur radius [center,corner] |
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vec2 blur(0.5f,0.5f); // blur radius [center,corner] |
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vec3 color_filter(0.9f,1.0f,0.7f); // color filter [red,green,blue] |
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vec3 color_color(1.1f,1.1f,0.25f); // color modifier [brightness,contrast,grayscale] |
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vec3 color_filter(0.9f,0.9f,1.0f); // color filter [red,green,blue] |
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vec3 color_color(1.2f,1.1f,0.25f); // color modifier [brightness,contrast,grayscale] |
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vec2 noise_offset(2.0f,2.0f); // random line [horizontal,vertical] |
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vec2 noise_offset(2.0f,2.0f); // random line [horizontal,vertical] |
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float noise_noise = 0.25f; // noise |
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float noise_noise = 0.25f; // noise |
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vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed] |
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vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed] |
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vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom] |
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vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom] |
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float postfx_vignetting = -0.5f; // vignetting strength |
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float postfx_vignetting = -0.5f; // vignetting strength |
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float postfx_aberration = 4.0f; // chromatic aberration |
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float postfx_aberration = 4.0f; // chromatic aberration |
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vec4 postfx_ghost1(0.01f,0.0f,0.1f,-0.4f); // ghost picture 1 [position x,position y,position z,strength] |
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vec4 postfx_ghost2(0.02f,0.0f,0.1f,0.4f); // ghost picture 2 [position x,position y,position z,strength] |
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vec4 postfx_ghost1(0.01f,0.0f,0.1f,-0.25f); // ghost picture 1 [position x,position y,position z,strength] |
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vec4 postfx_ghost2(0.02f,0.0f,0.1f,0.25f); // ghost picture 2 [position x,position y,position z,strength] |
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vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat x,repeat y] |
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vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat x,repeat y] |
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vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variable,repeat x,repeat y] |
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vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variable,repeat x,repeat y] |
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vec4 postfx_scanline_h(0.75f, 0.25f,0.0f,2.0f); // vertical scanline [base,variable,repeat x,repeat y] |
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vec4 postfx_scanline_h(0.75f, 0.25f,0.0f,2.0f); // vertical scanline [base,variable,repeat x,repeat y] |
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@@ -381,6 +381,7 @@ ShaderUniform shader_glow_glow, |
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shader_glow_mix; |
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shader_glow_mix; |
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ShaderUniform shader_color_texture, |
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ShaderUniform shader_color_texture, |
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shader_color_screen_size, |
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shader_color_screen_size, |
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shader_color_time, |
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shader_color_filter, |
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shader_color_filter, |
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shader_color_color, |
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shader_color_color, |
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shader_color_flash; |
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shader_color_flash; |
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@@ -475,6 +476,7 @@ int Render::InitDraw(void) |
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shader_color = Shader::Create(lolfx_color); |
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shader_color = Shader::Create(lolfx_color); |
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shader_color_texture = shader_color->GetUniformLocation("texture"); |
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shader_color_texture = shader_color->GetUniformLocation("texture"); |
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shader_color_screen_size = shader_color->GetUniformLocation("screen_size"); |
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shader_color_screen_size = shader_color->GetUniformLocation("screen_size"); |
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shader_color_time = shader_color->GetUniformLocation("time"); |
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shader_color_filter = shader_color->GetUniformLocation("filter"); |
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shader_color_filter = shader_color->GetUniformLocation("filter"); |
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shader_color_color = shader_color->GetUniformLocation("color"); |
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shader_color_color = shader_color->GetUniformLocation("color"); |
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shader_color_flash = shader_color->GetUniformLocation("flash"); |
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shader_color_flash = shader_color->GetUniformLocation("flash"); |
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@@ -950,6 +952,7 @@ void Render::Draw3D() |
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shader_color->Bind(); |
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shader_color->Bind(); |
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shader_color->SetUniform(shader_color_texture, fbo_front->GetTexture(), 0); |
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shader_color->SetUniform(shader_color_texture, fbo_front->GetTexture(), 0); |
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shader_color->SetUniform(shader_color_screen_size, (vec2)screen_size); |
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shader_color->SetUniform(shader_color_screen_size, (vec2)screen_size); |
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shader_color->SetUniform(shader_color_time, fx_angle); |
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shader_color->SetUniform(shader_color_filter, color_filter); |
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shader_color->SetUniform(shader_color_filter, color_filter); |
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shader_color->SetUniform(shader_color_color, color_color); |
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shader_color->SetUniform(shader_color_color, color_color); |
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shader_color->SetUniform(shader_color_flash, flash_value); |
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shader_color->SetUniform(shader_color_flash, flash_value); |
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