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@@ -26,45 +26,12 @@ precision mediump float; |
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#endif |
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#endif |
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uniform sampler2D in_Texture; |
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uniform sampler2D in_Texture; |
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uniform vec2 in_TexSize; |
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varying vec2 pass_TexCoord; |
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varying vec2 pass_TexCoord; |
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void main() |
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void main() |
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{ |
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{ |
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vec4 col = texture2D(in_Texture, pass_TexCoord); |
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vec4 col = texture2D(in_Texture, pass_TexCoord); |
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// vec4 col = vec4(0.5, 1.0, 0.0, 0.5); |
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// vec4 col = vec4(pass_TexCoord * 4.0, 0.0, 0.25); |
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#if 0 |
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float mul = 2.0; |
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# if 1 |
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vec2 d1 = mod(vec2(gl_FragCoord), vec2(2.0, 2.0)); |
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float t1 = mod(3.0 * d1.x + 2.0 * d1.y, 4.0); |
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float dx2 = mod(floor(gl_FragCoord.x * 0.5), 2.0); |
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float dy2 = mod(floor(gl_FragCoord.y * 0.5), 2.0); |
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float t2 = mod(3.0 * dx2 + 2.0 * dy2, 4.0); |
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float dx3 = mod(floor(gl_FragCoord.x * 0.25), 2.0); |
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float dy3 = mod(floor(gl_FragCoord.y * 0.25), 2.0); |
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float t3 = mod(3.0 * dx3 + 2.0 * dy3, 4.0); |
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t1 = (1.0 + 16.0 * t1 + 4.0 * t2 + t3) / 65.0; |
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t2 = t1; |
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t3 = t1; |
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# else |
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float rand = sin(gl_FragCoord.x * 1.23456) * 123.456 |
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+ cos(gl_FragCoord.y * 2.34567) * 789.012; |
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float t1 = mod(sin(rand) * 17.13043, 1.0); |
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float t2 = mod(sin(rand) * 27.13043, 1.0); |
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float t3 = mod(sin(rand) * 37.13043, 1.0); |
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# endif |
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float fracx = fract(col.x * mul); |
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float fracy = fract(col.y * mul); |
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float fracz = fract(col.z * mul); |
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fracx = fracx > t1 ? 1.0 : 0.0; |
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fracy = fracy > t2 ? 1.0 : 0.0; |
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fracz = fracz > t3 ? 1.0 : 0.0; |
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col.x = (floor(col.x * mul) + fracx) / mul; |
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col.y = (floor(col.y * mul) + fracy) / mul; |
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col.z = (floor(col.z * mul) + fracz) / mul; |
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#endif |
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gl_FragColor = col; |
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gl_FragColor = col; |
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} |
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} |
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@@ -85,46 +52,12 @@ void main(float4 in_Position : POSITION, |
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[frag.hlsl] |
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[frag.hlsl] |
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void main(float2 in_TexCoord : TEXCOORD0, |
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void main(float2 in_TexCoord : TEXCOORD0, |
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#if 0 |
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float4 in_FragCoord : WPOS, |
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#endif |
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uniform sampler2D tex, |
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uniform sampler2D in_Texture, |
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uniform float2 in_TexSize, |
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out float4 out_FragColor : COLOR) |
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out float4 out_FragColor : COLOR) |
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{ |
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{ |
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float4 col = tex2D(tex, in_TexCoord); |
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#if 0 |
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float mul = 2.0; |
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float t1, t2, t3; |
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# if 1 |
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float dx1 = frac(in_FragCoord.x * 0.5) * 2.0; |
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float dy1 = frac(in_FragCoord.y * 0.5) * 2.0; |
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t1 = frac((3.0 * dx1 + 2.0 * dy1) / 4.0) * 4.0; |
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float dx2 = frac(floor(in_FragCoord.x * 0.5) * 0.5) * 2.0; |
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float dy2 = frac(floor(in_FragCoord.y * 0.5) * 0.5) * 2.0; |
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t2 = frac((3.0 * dx2 + 2.0 * dy2) / 4.0) * 4.0; |
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float dx3 = frac(floor(in_FragCoord.x * 0.25) * 0.5) * 2.0; |
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float dy3 = frac(floor(in_FragCoord.y * 0.25) * 0.5) * 2.0; |
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t3 = frac((3.0 * dx3 + 2.0 * dy3) / 4.0) * 4.0; |
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t1 = (1.0 + 4.0 * t1 + t2) / 17.0; |
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t2 = t1; |
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t3 = t1; |
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# else |
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float rand = sin(in_FragCoord.x * 1.23456) * 123.456 |
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+ cos(in_FragCoord.y * 2.34567) * 789.012; |
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t1 = frac(sin(rand) * 17.13043); |
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t2 = frac(sin(rand) * 27.13043); |
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t3 = frac(sin(rand) * 37.13043); |
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# endif |
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float fracx = frac(col.x * mul); |
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float fracy = frac(col.y * mul); |
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float fracz = frac(col.z * mul); |
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fracx = fracx > t1 ? 1.0 : 0.0; |
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fracy = fracy > t2 ? 1.0 : 0.0; |
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fracz = fracz > t3 ? 1.0 : 0.0; |
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col.x = (floor(col.x * mul) + fracx) / mul; |
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col.y = (floor(col.y * mul) + fracy) / mul; |
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col.z = (floor(col.z * mul) + fracz) / mul; |
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#endif |
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float2 delta = float2(-0.5, -0.5) / in_TexSize; |
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float4 col = tex2D(in_Texture, in_TexCoord + delta); |
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out_FragColor = col; |
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out_FragColor = col; |
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} |
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} |
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