added more effects
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@@ -873,6 +873,7 @@ bool Effect::valueHasChanged(double timecode) {
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void Effect::delete_texture() {
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if (texture != NULL) {
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texture->destroy();
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delete texture;
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texture = NULL;
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}
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@@ -0,0 +1,31 @@
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#version 110
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uniform float amount;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main(void) {
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float x = vTexCoord.x;
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float y = vTexCoord.y;
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float r = sqrt(pow(x - 0.5, 2.0) + pow(y - 0.5, 2.0));
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float a = atan(y - 0.5, x - 0.5);
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float rn = pow(r, (amount*0.1))/0.5;
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//float a = atan(x - 0.5, y - 0.5);
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x = rn * cos(a) + 0.5;
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y = rn * sin(a) + 0.5;
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if (y < 0.0 || y > 1.0 || x < 0.0 || x > 1.0) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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} else {
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vec4 textureColor = texture2D(myTexture, vec2(x, y));
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gl_FragColor = vec4(
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textureColor.r,
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textureColor.g,
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textureColor.b,
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textureColor.a
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);
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}
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}
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@@ -0,0 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Bulge" category="Distort">
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<row name="Amount">
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<field type="double" min="0" default="25" id="amount"/>
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</row>
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<shader vert="common.vert" frag="bulge.frag"/>
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</effect>
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@@ -0,0 +1,74 @@
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#version 110
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uniform float temperature;
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uniform float tint;
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uniform float exposure;
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uniform float contrast;
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uniform float highlights;
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uniform float shadows;
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uniform float whites;
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uniform float blacks;
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uniform float saturation;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main(void) {
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vec4 textureColor = texture2D(myTexture, vTexCoord);
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vec3 rgb = textureColor.rgb;
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// temperature
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float temp = temperature * 0.01;
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float redTemp = (temp <= 66.0) ? 1.0 : min(1.0, max(0.0,
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(1.2929361861 * pow(temp - 60.0, -0.1332047592))
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));
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float greenTemp = min(1.0, max(0.0,
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(temp <= 66.0) ? (0.3900815788 * log(temp) - 0.6318414438) : (1.1298908609 * pow(temp - 60.0, -0.0755148492))
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));
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float blueTemp = (temp >= 66.0) ? 1.0 : min(1.0, max(0.0,
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(0.5432067891 * log(temp - 10.0) - 1.1962540891)
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));
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rgb *= vec3(redTemp, greenTemp, blueTemp);
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// tint
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rgb.g *= ((tint*0.01)+1.0);
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// exposure
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rgb *= pow(2.0, exposure*0.01);
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// contrast
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float contr_val = (contrast*0.01);
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rgb = (rgb*contr_val)-((contr_val-1.0)*0.5);
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// shadows/highlights
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//float luma = 0.33*rgb.r + 0.5*rgb.g + 0.16*rgb.b;
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if (rgb.r < 0.5 && rgb.g < 0.5 && rgb.b < 0.5) {
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float shadow_val = 1.0-(shadows*0.01);
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rgb = vec3(pow(rgb.r*2.0, shadow_val)*0.5, pow(rgb.g*2.0, shadow_val)*0.5, pow(rgb.b*2.0, shadow_val)*0.5);
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} else if (rgb.r > 0.5 && rgb.g > 0.5 && rgb.b > 0.5) {
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float highlight_val = 1.0-(highlights*0.01);
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rgb = vec3((pow((rgb.r-0.5)*2.0, highlight_val)*0.5)+0.5, (pow((rgb.g-0.5)*2.0, highlight_val)*0.5)+0.5, (pow((rgb.b-0.5)*2.0, highlight_val)*0.5)+0.5);
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}
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// whites
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rgb *= (whites*0.01);
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// blacks
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float black_val = 2.0-(blacks*0.01);
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rgb = (rgb*black_val)-(black_val-1.0);
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// saturation
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const vec3 W = vec3(0.2125, 0.7154, 0.0721);
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vec3 intensity = vec3(dot(rgb, W));
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rgb = mix(intensity, rgb, saturation*0.01);
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gl_FragColor = vec4(
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rgb.r,
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rgb.g,
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rgb.b,
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textureColor.a
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);
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}
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@@ -0,0 +1,31 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Color Correction" category="Color">
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<row name="Temperature">
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<field type="double" min="2000" default="6600" max="40000" id="temperature"/>
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</row>
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<row name="Tint">
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<field type="double" min="-100" default="0" id="tint"/>
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</row>
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<row name="Exposure">
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<field type="double" default="0" id="exposure"/>
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</row>
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<row name="Contrast">
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<field type="double" min="0" default="100" id="contrast"/>
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</row>
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<row name="Highlights">
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<field type="double" default="0" max="100" id="highlights"/>
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</row>
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<row name="Shadows">
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<field type="double" default="0" max="100" id="shadows"/>
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</row>
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<row name="Whites (Brightness)">
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<field type="double" min="0" default="100" id="whites"/>
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</row>
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<row name="Blacks (Darkness)">
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<field type="double" min="0" default="100" max="200" id="blacks"/>
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</row>
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<row name="Saturation">
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<field type="double" min="0" default="100" id="saturation"/>
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</row>
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<shader vert="common.vert" frag="colorcorrection.frag"/>
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</effect>
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@@ -0,0 +1,14 @@
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#version 110
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main(void) {
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vec4 textureColor = texture2D(myTexture, vec2(vTexCoord.x, vTexCoord.y));
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gl_FragColor = vec4(
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textureColor.r,
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textureColor.g,
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textureColor.b,
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textureColor.a
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);
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}
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@@ -0,0 +1,23 @@
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#version 110
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uniform bool horiz;
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uniform bool vert;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main(void) {
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float x = vTexCoord.x;
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float y = vTexCoord.y;
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if (horiz) x = 1.0 - x;
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if (vert) y = 1.0 - y;
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vec4 textureColor = texture2D(myTexture, vec2(x, y));
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gl_FragColor = vec4(
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textureColor.r,
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textureColor.g,
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textureColor.b,
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textureColor.a
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);
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}
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@@ -0,0 +1,10 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Flip" category="Distort">
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<row name="Horizontal">
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<field type="bool" default="1" id="horiz"/>
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</row>
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<row name="Vertical">
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<field type="bool" default="0" id="vert"/>
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</row>
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<shader vert="common.vert" frag="flip.frag"/>
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</effect>
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