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- [vert.glsl]
-
- #version 120
-
- attribute vec4 in_Position;
-
- void main()
- {
- gl_Position = in_Position;
- }
-
- [frag.glsl]
-
- #version 120
-
- uniform sampler2D texture;
- uniform vec2 screen_size;
- uniform vec2 ratio_2d;
- uniform float time;
- uniform vec2 deform;
- uniform vec4 ghost1;
- uniform vec4 ghost2;
- uniform vec4 glass;
- uniform vec3 gradient;
- uniform vec3 gradient_color;
- uniform float vignetting;
- uniform float aberration;
- uniform vec4 moire_h;
- uniform vec4 moire_v;
- uniform vec4 scanline_h;
- uniform vec4 scanline_v;
- uniform vec3 corner;
- uniform float sync;
- uniform float beat;
-
- const float PI=3.14159265358979323846;
- vec2 angle=screen_size*PI;
-
- vec2 screen(in vec2 p,in float bend,in float radius)
- {
- float d=bend+sync*0.0625+beat*0.0375;
- 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;
- }
-
- 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);
- }
-
- 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.x,deform.y);
- vec2 z1=screen(p,deform.x,deform.y+ghost1.z);
- vec2 z2=screen(p,deform.x,deform.y+ghost2.z);
- vec2 z3=screen(p,glass.w,deform.y+glass.x-glass.y);
- vec2 z4=screen(p,glass.w,deform.y+glass.x+glass.y);
- 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 g3=get_color(texture,z3);
- vec3 g4=get_color(texture,z4);
-
- vec3 c=source+g1*ghost1.w+g2*ghost2.w; // mix
-
- float v=aberration/float(screen_size.x/ratio_2d.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
-
- vec3 c1=vec3(gradient_color.x,gradient_color.y,gradient_color.z);
- vec3 c2=vec3(gradient_color.x,gradient_color.y,gradient_color.z)/4;
- vec3 c3=vec3(1.0,1.0,1.0);
- vec3 c4=vec3(gradient_color.z,gradient_color.y,gradient_color.x);
- vec3 c5=vec3(gradient_color.z,gradient_color.y,gradient_color.x)/4;
- vec3 r;
- float r_p=gradient.x;
- float r_h=gradient.y;
- float r_h2=gradient.y/2;
- float k=z.y+1.0;
-
- if (k <= r_p - r_h2)
- r = mix(c1,c2,k*(1/(r_p-r_h2)));
- else if (k <= r_p)
- r = mix(c2,c3,(k-(r_p-r_h2))*(1/r_h2));
- else if (k < r_p + r_h)
- r = mix(c3,c4,(k-r_p)*(1/r_h));
- else
- r = mix(c4,c5,k*((k-(r_p+r_h))/(r_p-r_h)));
-
- //c*=moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z)/ratio_2d.y)*sin(0.5+z.x*float(screen_size.x*moire_h.w)/ratio_2d.x); // moire h
- //c*=moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z)/ratio_2d.x)*sin(0.5+z.y*float(screen_size.y*moire_v.w)/ratio_2d.y); // moire v
-
- c*=moire_h.x+moire_h.y*sin(z.y*float(angle.y*moire_h.z)/ratio_2d.y)*sin(PI+z.x*float(screen_size.x*moire_h.w)/ratio_2d.x); // moire h
- c*=moire_v.x+moire_v.y*sin(z.x*float(angle.x*moire_v.z)/ratio_2d.x)*sin(PI+z.y*float(screen_size.y*moire_v.w)/ratio_2d.y); // moire v
- c*=scanline_h.x+scanline_h.y*cos(z.y*float(angle.y*scanline_h.z+scanline_h.w)/ratio_2d.y); // scanline h
- c*=scanline_v.x+scanline_v.y*cos(z.x*float(angle.x*scanline_v.z+scanline_v.w)/ratio_2d.x); // scanline v
- c+=r*gradient.z; // gradient
- c*=mix(1.0,mask,vignetting); // vignetting
- c*=letterbox(z,corner.x+2.0,corner.y,corner.z); // corner
- c+=(g3+g4)*glass.z; // glass
- gl_FragColor=vec4(c,1.0);
- }
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