added effects and fixed some crashes
This commit is contained in:
+23
-23
@@ -1,31 +1,31 @@
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#version 110
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#version 120
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uniform sampler2D tex0;
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varying vec4 vTexCoord;
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const float PI = 3.1415926535;
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uniform vec2 resolution;
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uniform float amount;
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uniform float xoff;
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uniform float yoff;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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vec2 distort(vec2 p, vec2 offset) {
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float theta = atan(p.y, p.x);
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float radius = length(p);
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radius = pow(radius, (1.0+amount*0.01));
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p.x = radius * cos(theta) + offset.x;
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p.y = radius * sin(theta) + offset.y;
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return 0.5 * (p + 1.0);
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}
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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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vec2 offset = vec2(xoff/resolution.x, yoff/resolution.y);
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vec2 xy = 2.0 * vTexCoord.xy - 1.0 - offset;
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vec2 uv;
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float d = length(xy);
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uv = distort(xy, offset);
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if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {
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gl_FragColor = texture2D(tex0, uv);
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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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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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}
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+5
-1
@@ -1,7 +1,11 @@
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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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<field type="double" default="100" id="amount"/>
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</row>
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<row name="Center">
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<field type="double" default="0" id="xoff"/>
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<field type="double" default="0" id="yoff"/>
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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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@@ -24,10 +24,10 @@ void main() {
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float mid_x = (c2 - c1) / (m1 - m2);
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float mid_y = m1 * mid_x + c1;
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float d0 = sqrt(pow(mid_x - p0.x, 2.0) + pow(mid_y - p0.y, 2.0));
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float d1 = sqrt(pow(p1.x - mid_x, 2.0) + pow(mid_y - p1.y, 2.0));
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float d2 = sqrt(pow(p3.x - mid_x, 2.0) + pow(p3.y - mid_y, 2.0));
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float d3 = sqrt(pow(mid_x - p2.x, 2.0) + pow(p2.y - mid_y, 2.0));
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float d0 = length(vec2(mid_x - p0.x, mid_y - p0.y));
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float d1 = length(vec2(p1.x - mid_x, mid_y - p1.y));
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float d2 = length(vec2(p3.x - mid_x, p3.y - mid_y));
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float d3 = length(vec2(mid_x - p2.x, p2.y - mid_y));
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float q;
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@@ -4,16 +4,16 @@
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uniform sampler2D image;
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uniform float angle;
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uniform float angle; // degrees
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uniform float length;
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uniform vec2 resolution;
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void main(void) {
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float degrees = (angle*M_PI)/180.0;
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float radians = (angle*M_PI)/180.0;
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float divider = 1.0 / ((length*2.0)+1.0);
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float sin_angle = sin(degrees);
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float cos_angle = cos(degrees);
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float sin_angle = sin(radians);
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float cos_angle = cos(radians);
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gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution)*(divider);
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for (float i=1.0;i<=length;i++) {
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@@ -0,0 +1,27 @@
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#version 120
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uniform sampler2D tex0;
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varying vec4 vTexCoord;
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#define M_PI 3.1415926535897932384626433832795
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uniform float size;
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void main(void) {
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float maxFactor = 2.0 - (size * 0.01);
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vec2 uv;
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vec2 xy = 2.0 * vTexCoord.xy - 1.0;
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float d = length(xy);
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if (d < (2.0-maxFactor)) {
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d = length(xy * maxFactor);
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float z = sqrt(1.0 - d * d);
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float r = atan(d, z) / M_PI;
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float phi = atan(xy.y, xy.x);
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uv.x = r * cos(phi) + 0.5;
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uv.y = r * sin(phi) + 0.5;
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} else {
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uv = vTexCoord.xy;
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}
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vec4 c = texture2D(tex0, uv);
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gl_FragColor = c;
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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="Fisheye" category="Distort">
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<row name="Size">
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<field type="double" min="0" default="100" id="size"/>
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</row>
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<shader vert="common.vert" frag="fisheye.frag"/>
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</effect>
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+3
-3
@@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Invert" category="Color">
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<effect name="Volumetric Light" category="Stylize">
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<row name="Amount">
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<field type="double" min="0" default="100" max="100" id="amount"/>
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<field type="double" min="0" default="100" id="amount"/>
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</row>
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<shader vert="common.vert" frag="invert.frag"/>
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<shader vert="common.vert" frag="volumetriclight.frag"/>
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</effect>
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@@ -0,0 +1,35 @@
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#version 110
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#define M_PI 3.1415926535897932384626433832795
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uniform sampler2D image;
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uniform float radius;
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uniform float center_x;
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uniform float center_y;
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uniform vec2 resolution;
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void main(void) {
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vec2 distance = vec2((gl_FragCoord.x - (resolution.x/2.0) - center_x), (gl_FragCoord.y - (resolution.y/2.0) - center_y));
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float angle = atan(distance.y/distance.x);
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float sin_angle = sin(angle);
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float cos_angle = cos(angle);
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//float multiplier = pow(length((2.0 * (distance / resolution)) - 1.0), 2.0);
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float multiplier = length(distance/resolution);
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float limit = radius * multiplier;
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float divider = 1.0 / ((floor(limit)*2.0)+1.0);
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gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution)*(divider);
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for (float i=1.0;i<=limit;i++) {
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float y = sin_angle * i;
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float x = cos_angle * i;
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gl_FragColor += texture2D(image, vec2(gl_FragCoord.x-x, gl_FragCoord.y-y)/resolution)*(divider);
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gl_FragColor += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
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}
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}
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@@ -0,0 +1,11 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Radial Blur" category="Blur">
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<row name="Radius">
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<field type="double" min="0" default="100" id="radius"/>
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</row>
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<row name="Center">
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<field type="double" default="0" id="center_x"/>
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<field type="double" default="0" id="center_y"/>
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</row>
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<shader vert="common.vert" frag="radialblur.frag"/>
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</effect>
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@@ -0,0 +1,22 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Test">
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<row name="value 1">
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<field type="double" default="10" id="edge_thres"/>
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</row>
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<row name="value 2">
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<field type="double" default="10" id="edge_thres2"/>
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</row>
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<row name="value 3">
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<field type="double" default="10" id="mouse_x_offset"/>
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</row>
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<row name="value 4">
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<field type="double" default="10" id="aperture"/>
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</row>
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<row name="value 5">
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<field type="double" default="10" id="xoff"/>
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</row>
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<row name="value 6">
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<field type="double" default="10" id="yoff"/>
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</row>
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<shader vert="common.vert" frag="toonify.frag"/>
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</effect>
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@@ -0,0 +1,168 @@
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#version 150
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uniform sampler2D tex0;
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in vec4 vTexCoord;
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out vec4 FragColor;
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uniform float colors; // 12.0
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uniform float sat_levels; // 4.0
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uniform float bri_levels; // 4.0
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uniform float edge_thres; // 0.2;
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uniform float edge_thres2; // 5.0;
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vec3 RGBtoHSV( float r, float g, float b)
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{
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float minv, maxv, delta;
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vec3 res;
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minv = min(min(r, g), b);
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maxv = max(max(r, g), b);
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res.z = maxv; // v
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delta = maxv - minv;
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if( maxv != 0.0 )
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res.y = delta / maxv; // s
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else {
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// r = g = b = 0 // s = 0, v is undefined
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res.y = 0.0;
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res.x = -1.0;
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return res;
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}
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if( r == maxv )
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res.x = ( g - b ) / delta; // between yellow & magenta
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else if( g == maxv )
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res.x = 2.0 + ( b - r ) / delta; // between cyan & yellow
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else
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res.x = 4.0 + ( r - g ) / delta; // between magenta & cyan
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res.x = res.x * 60.0; // degrees
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if( res.x < 0.0 )
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res.x = res.x + 360.0;
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return res;
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}
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vec3 HSVtoRGB(float h, float s, float v )
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{
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int i;
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float f, p, q, t;
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vec3 res;
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if( s == 0.0 )
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{
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// achromatic (grey)
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res.x = v;
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res.y = v;
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res.z = v;
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return res;
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}
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h /= 60.0; // sector 0 to 5
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i = int(floor( h ));
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f = h - float(i); // factorial part of h
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p = v * ( 1.0 - s );
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q = v * ( 1.0 - s * f );
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t = v * ( 1.0 - s * ( 1.0 - f ) );
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switch(i)
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{
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case 0:
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res.x = v;
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res.y = t;
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res.z = p;
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break;
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case 1:
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res.x = q;
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res.y = v;
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res.z = p;
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break;
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case 2:
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res.x = p;
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res.y = v;
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res.z = t;
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break;
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case 3:
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res.x = p;
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res.y = q;
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res.z = v;
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break;
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case 4:
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res.x = t;
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res.y = p;
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res.z = v;
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break;
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default: // case 5:
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res.x = v;
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res.y = p;
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res.z = q;
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break;
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}
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return res;
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}
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// averaged pixel intensity from 3 color channels
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float avg_intensity(vec4 pix)
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{
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return (pix.r + pix.g + pix.b)/3.;
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}
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vec4 get_pixel(vec2 coords, float dx, float dy)
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{
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return texture(tex0,coords + vec2(dx, dy));
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}
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// returns pixel color
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float IsEdge(in vec2 coords)
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{
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float dxtex = 1.0 /float(textureSize(tex0,0)) ;
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float dytex = 1.0 /float(textureSize(tex0,0));
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float pix[9];
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int k = -1;
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float delta;
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// read neighboring pixel intensities
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for (int i=-1; i<2; i++) {
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for(int j=-1; j<2; j++) {
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k++;
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pix[k] = avg_intensity(get_pixel(coords,float(i)*dxtex,
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float(j)*dytex));
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}
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}
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// average color differences around neighboring pixels
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delta = (abs(pix[1]-pix[7])+
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abs(pix[5]-pix[3]) +
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abs(pix[0]-pix[8])+
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abs(pix[2]-pix[6])
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)/4.;
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//return clamp(5.5*delta,0.0,1.0);
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return clamp(edge_thres2*delta,0.0,1.0);
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}
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void main() {
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vec2 uv = vTexCoord.xy;
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vec4 tc = vec4(1.0, 0.0, 0.0, 1.0);
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vec3 colorOrg = texture(tex0, uv).rgb;
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vec3 vHSV = RGBtoHSV(colorOrg.r,colorOrg.g,colorOrg.b);
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// hue limiting
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if (colors == 0.0) {
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vHSV.y = 0.0;
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} else {
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float hue_divider = (360.0/colors);
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vHSV.x = round(vHSV.x/hue_divider)*hue_divider;
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float sat_divider = 100.0/sat_levels;
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vHSV.y = round((vHSV.y*100.0)/sat_divider)*sat_divider/100.0;
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}
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float bri_divider = 100.0/bri_levels;
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vHSV.z = round((vHSV.z*100.0)/bri_divider)*bri_divider/100.0;
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float edg = IsEdge(uv);
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vec3 vRGB = (edg >= (1.0-((edge_thres-1.0)*0.01)))? vec3(0.0,0.0,0.0):HSVtoRGB(vHSV.x,vHSV.y,vHSV.z);
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tc = vec4(vRGB.x,vRGB.y,vRGB.z, 1);
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FragColor = tc;
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}
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@@ -0,0 +1,19 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Toonify" category="Stylize">
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<row name="Colors">
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<field type="double" min="0" default="12" max="360" id="colors"/>
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</row>
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<row name="Saturation Levels">
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<field type="double" min="0" default="4" id="sat_levels"/>
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</row>
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<row name="Brightness Levels">
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<field type="double" min="0" default="4" id="bri_levels"/>
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</row>
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<row name="Edge Tolerance">
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<field type="double" default="20" id="edge_thres"/>
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</row>
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<row name="Edge Strength">
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<field type="double" default="5" id="edge_thres2"/>
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</row>
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<shader vert="common.vert" frag="toonify.frag"/>
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</effect>
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@@ -0,0 +1,15 @@
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#version 110
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uniform float amount;
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uniform sampler2D tex0;
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uniform vec2 resolution; // screen resolution
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#define T texture2D(tex0,.5+(p.xy*=.992))
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void main()
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{
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vec3 p = gl_FragCoord.xyz/vec3(resolution, 1.0)-.5;
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vec3 o = T.rgb;
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for (float i=0.;i<amount;i++)
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p.z += pow(max(0.,.5-length(T.rg)),2.)*exp(-i*.08);
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gl_FragColor=vec4(o*o+p.z,1);
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}
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