Upgrade shaders from GLSL 110 to 150 (OpenGL 3.2)
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@@ -1,29 +1,32 @@
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// Adapted from "RGB Waveform" by lebek
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// https://www.shadertoy.com/view/4dK3Wc
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#version 110
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#version 150
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uniform sampler2D ove_maintex;
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uniform vec2 ove_resolution;
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varying vec2 ove_texcoord;
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uniform float threshold;
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in vec2 ove_texcoord;
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out vec4 fragColor;
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void main(void) {
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vec3 col = vec3(0.0);
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float s = ove_texcoord.y*1.8 - 0.15;
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float maxb = s+threshold;
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float minb = s-threshold;
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float s = ove_texcoord.y * 1.8 - 0.15;
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float maxb = s + threshold;
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float minb = s - threshold;
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int y_lim = int(ove_resolution.y);
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for (int i = 0; i < y_lim; i++) {
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vec3 x = texture2D(ove_maintex, vec2(ove_texcoord.x, float(i)/float(ove_resolution.y))).rgb;
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col += step(x, vec3(maxb))*step(vec3(minb), x) / (ove_resolution.y * 0.125);
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vec3 x = texture(ove_maintex, vec2(ove_texcoord.x, float(i) / float(ove_resolution.y))).rgb;
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col += step(x, vec3(maxb)) * step(vec3(minb), x) / (ove_resolution.y * 0.125);
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float l = dot(x, x);
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col += step(l, maxb*maxb)*step(minb*minb, l) / (ove_resolution.y * 0.125);
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col += step(l, maxb * maxb) * step(minb * minb, l) / (ove_resolution.y * 0.125);
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}
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gl_FragColor = vec4(col, 1.0);
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fragColor = vec4(col, 1.0);
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}
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