This repository has been archived by the owner on Feb 18, 2022. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 1
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
Showing
31 changed files
with
772 additions
and
406 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,58 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
uniform sampler2D tex; | ||
uniform sampler2D depthTex; | ||
|
||
uniform float focalDist; | ||
|
||
float asdf = 0.0; | ||
|
||
void main() | ||
{ | ||
float dx = 2.0 / 1280.0; | ||
float dy = 2.0 / 0720.0; | ||
|
||
float depth = texture2D(depthTex, gl_TexCoord[0].xy).x; | ||
float n = 1.0; // camera z near | ||
float f = 100000.0; // camera z far | ||
depth = 2000.0 * (2.0 * n) / (f + n - depth * (f - n)); | ||
|
||
|
||
float focalDist2 = 2000.0 * (2.0 * n) / (f + n - focalDist * (f - n)); | ||
|
||
depth = abs(1.0 - sqrt(depth / focalDist2)); | ||
depth = clamp(depth, 0.0, 1.0); | ||
vec4 sum = vec4(0.0); | ||
if(depth >= 0.5) | ||
{ | ||
float[] pascal = float[7](1.0, 6.0, 15.0, 20.0, 15.0, 6.0, 1.0); | ||
|
||
for(int x = 0; x < 7; x++) | ||
{ | ||
for(int y = 0; y < 7; y++) | ||
{ | ||
sum = sum + texture2D(tex, gl_TexCoord[0].xy + vec2((x - 3) * dx, (y - 3) * dy)) * pascal[x] * pascal[y]; | ||
} | ||
} | ||
sum = sum / 4096.0; | ||
//sum.r = 1.0; | ||
depth = 1.0; | ||
} else { | ||
float[] pascal = float[5](1.0, 4.0, 6.0, 4.0, 1.0); | ||
|
||
for(int x = 0; x < 5; x++) | ||
{ | ||
for(int y = 0; y < 5; y++) | ||
{ | ||
sum = sum + texture2D(tex, gl_TexCoord[0].xy + vec2((x - 2) * dx, (y - 2) * dy)) * pascal[x] * pascal[y]; | ||
} | ||
} | ||
sum = sum / 256.0; | ||
//sum.g = 1.0; | ||
depth = depth * 2; | ||
} | ||
|
||
vec4 diff = texture2D(tex, gl_TexCoord[0].xy); | ||
//diff.b = 1.0; | ||
gl_FragColor = sum * depth + diff * (1.0 - depth); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,9 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
|
||
void main() | ||
{ | ||
gl_FrontColor = gl_Color; | ||
gl_Position = ftransform(); | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,13 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
uniform int effects; | ||
uniform float b; | ||
uniform vec3 vdir; | ||
uniform vec3 cpos; | ||
uniform mat4 crot; | ||
uniform sampler2D tex; | ||
|
||
void main() | ||
{ | ||
gl_FragColor = vec4(0.5, 0.0, 0.0, 0.05); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,14 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
uniform int effects; | ||
uniform float b; | ||
uniform vec3 vdir; | ||
uniform vec3 cpos; | ||
uniform mat4 crot; | ||
|
||
void main() | ||
{ | ||
vec4 v = gl_Vertex; | ||
v.xyz = v.xyz - cpos; | ||
gl_Position = gl_ProjectionMatrix * (crot * (gl_ModelViewMatrix * v)); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,18 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
uniform sampler2D tex; | ||
|
||
void main() | ||
{ | ||
/*vec2 rCoord = (gl_TexCoord[0].xy - vec2(0.5, 0.5)) * 0.995 + vec2(0.5, 0.5); | ||
float r = texture2D(tex, rCoord).r; | ||
float g = texture2D(tex, gl_TexCoord[0].xy).g; | ||
float b = texture2D(tex, gl_TexCoord[0].xy).b; | ||
gl_FragColor = vec4(r, g, b, 1.0); chromatic aberration*/ | ||
/*gl_FragColor = vec4(texture2D(tex, gl_TexCoord[0].xy).xyz - texture2D(tex, gl_TexCoord[0].xy + vec2(1.0/1280.0, 1.0/720.0)).xyz, 1.0); diff*/ | ||
float r = texture2D(tex, (gl_TexCoord[0].xy - vec2(0.5, 0.5)) * 0.992 + vec2(0.5, 0.5)).r; | ||
float g = texture2D(tex, gl_TexCoord[0].xy).g; | ||
float b = texture2D(tex, (gl_TexCoord[0].xy - vec2(0.5, 0.5)) * 0.998 + vec2(0.5, 0.5)).b; | ||
gl_FragColor = vec4(vec3(r, g, b) * (mod(int(gl_FragCoord.y), 2) + 1.0) * 0.5, 1.0); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,9 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
|
||
void main() | ||
{ | ||
gl_FrontColor = gl_Color; | ||
gl_Position = ftransform(); | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,28 @@ | ||
#version 120 | ||
#extension GL_EXT_gpu_shader4 : enable | ||
uniform float worldTime; | ||
uniform int effects; | ||
uniform float b; | ||
uniform vec3 vdir; | ||
uniform vec3 cpos; | ||
uniform mat4 crot; | ||
uniform sampler2D tex; | ||
varying float dopp; | ||
|
||
void main() | ||
{ | ||
vec4 output = texture2D(tex, gl_TexCoord[0].xy) * vec4(vec3(gl_Color.w), 1.0); | ||
if((effects / 2) % 2 == 1) | ||
{ | ||
output = output * vec4(vec3(0.5 + dopp / 2.0), 1.0); | ||
} | ||
if((effects / 4) % 2 == 1) | ||
{ | ||
vec4 shift = vec4(1.0); | ||
shift.r = 2 * max(0, 0.5 - abs(dopp + 0.0)) + 2 * max(0, 0.5 - abs(dopp + 0.5)) + 2 * max(0, 0.5 - abs(dopp + 1.0)); | ||
shift.g = 2 * max(0, 0.5 - abs(dopp - 0.5)) + 2 * max(0, 0.5 - abs(dopp + 0.0)) + 2 * max(0, 0.5 - abs(dopp + 0.5)); | ||
shift.b = 2 * max(0, 0.5 - abs(dopp - 1.0)) + 2 * max(0, 0.5 - abs(dopp - 0.5)) + 2 * max(0, 0.5 - abs(dopp + 0.0)); | ||
output = output * shift; | ||
} | ||
gl_FragColor = output; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,31 @@ | ||
#version 120 | ||
#extension GL_EXT_gpu_shader4 : enable | ||
uniform float worldTime; | ||
uniform int effects; | ||
uniform float b; | ||
uniform vec3 vdir; | ||
uniform vec3 cpos; | ||
uniform mat4 crot; | ||
varying float dopp; | ||
|
||
void main() | ||
{ | ||
vec4 v = gl_Vertex; | ||
v.xyz = v.xyz - cpos; | ||
v = gl_ModelViewMatrix * v; | ||
dopp = 0.0; | ||
if(b > 0) | ||
{ | ||
dopp = dot(v.xyz, vdir) * b / length(v.xyz); | ||
if((effects / 1) % 2 == 1) | ||
{ | ||
float oldlength = length(v.xyz); | ||
v.xyz = v.xyz + vdir * b * length(v.xyz); | ||
v.xyz = v.xyz * (oldlength / length(v.xyz)); | ||
} | ||
} | ||
v = crot * v; | ||
gl_Position = gl_ProjectionMatrix * v; | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
gl_FrontColor = vec4(gl_Color.xyz, 1.0 / (gl_Position.w / 2000.0 + 1.0)); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,35 @@ | ||
#version 120 | ||
#extension GL_EXT_gpu_shader4 : enable | ||
|
||
uniform float worldTime; | ||
uniform int effects; | ||
uniform float bL; | ||
uniform float bW; | ||
uniform vec3 vdirL; | ||
uniform vec3 vdirW; | ||
uniform vec3 cpos; | ||
uniform mat4 crot; | ||
varying float dopp; | ||
uniform sampler2D tex; | ||
|
||
varying float intensity; | ||
|
||
void main() | ||
{ | ||
float a = sqrt(intensity); | ||
|
||
vec4 output = texture2D(tex, gl_TexCoord[0].xy) * vec4(vec3(gl_Color.w), 1.0) * (vec4(a, a, a, 1.0) * gl_LightSource[0].diffuse + vec4(1.0-a, 1.0-a, 1.0-a, 1.0) * gl_LightSource[0].ambient); | ||
if((effects / 2) % 2 == 1) | ||
{ | ||
output = output * vec4(vec3(1.0 + dopp), 1.0); | ||
} | ||
if((effects / 4) % 2 == 1) | ||
{ | ||
vec4 shift = vec4(1.0); | ||
shift.r = 2 * max(0, 0.5 - abs(dopp + 0.0)) * output.r + 2 * max(0, 0.5 - abs(dopp + 0.5)) * output.g + 2 * max(0, 0.5 - abs(dopp + 1.0)) * output.b; | ||
shift.g = 2 * max(0, 0.5 - abs(dopp - 0.5)) * output.r + 2 * max(0, 0.5 - abs(dopp + 0.0)) * output.g + 2 * max(0, 0.5 - abs(dopp + 0.5)) * output.b; | ||
shift.b = 2 * max(0, 0.5 - abs(dopp - 1.0)) * output.r + 2 * max(0, 0.5 - abs(dopp - 0.5)) * output.g + 2 * max(0, 0.5 - abs(dopp + 0.0)) * output.b; | ||
output = shift; | ||
} | ||
gl_FragColor = output; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,38 @@ | ||
#version 120 | ||
#extension GL_EXT_gpu_shader4 : enable | ||
|
||
uniform float worldTime; | ||
uniform int effects; | ||
uniform float bL; | ||
uniform float bW; | ||
uniform vec3 vdirL; | ||
uniform vec3 vdirW; | ||
uniform vec3 cpos; | ||
uniform mat4 crot; | ||
varying float dopp; | ||
|
||
varying float intensity; | ||
|
||
void main() | ||
{ | ||
intensity = (dot(gl_LightSource[0].position.xyz, gl_Normal)+1.0)/2.0; | ||
|
||
vec4 v = gl_Vertex; | ||
v.xyz = v.xyz - cpos; | ||
v = gl_ModelViewMatrix * v; | ||
dopp = dot(v.xyz, vdirL) * bL / length(v.xyz);; | ||
if(bW > 0) | ||
{ | ||
if((effects / 1) % 2 == 1) | ||
{ | ||
float oldlength = length(v.xyz); | ||
v.xyz = v.xyz + vdirW * bW * length(v.xyz); | ||
v.xyz = v.xyz * (oldlength / length(v.xyz)); | ||
} | ||
} | ||
v = crot * v; | ||
gl_Position = gl_ProjectionMatrix * v; | ||
|
||
gl_FrontColor = vec4(gl_Color.xyz, 1.0 / (gl_Position.w / 2000.0 + 1.0)); | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,13 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
uniform sampler2D tex; | ||
uniform sampler2D ditherTex; | ||
|
||
void main() | ||
{ | ||
float r = int(texture2D(ditherTex, gl_FragCoord.xy / 4).r < texture2D(tex, gl_TexCoord[0].xy).r); | ||
float g = int(texture2D(ditherTex, gl_FragCoord.xy / 4).r < texture2D(tex, gl_TexCoord[0].xy).g); | ||
float b = int(texture2D(ditherTex, gl_FragCoord.xy / 4).r < texture2D(tex, gl_TexCoord[0].xy).b); | ||
|
||
gl_FragColor = vec4(r, g, b, 1.0); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,9 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
|
||
void main() | ||
{ | ||
gl_FrontColor = gl_Color; | ||
gl_Position = ftransform(); | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,8 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
uniform sampler2D tex; | ||
|
||
void main() | ||
{ | ||
gl_FragColor = texture2D(tex, gl_TexCoord[0].xy) * gl_Color; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,9 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
|
||
void main() | ||
{ | ||
gl_FrontColor = gl_Color; | ||
gl_Position = ftransform(); | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,58 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
uniform sampler2D tex; | ||
uniform sampler2D depthTex; | ||
|
||
uniform float focalDist; | ||
|
||
float asdf = 0.0; | ||
|
||
void main() | ||
{ | ||
float dx = 2.0 / 1280.0; | ||
float dy = 2.0 / 0720.0; | ||
|
||
float depth = texture2D(depthTex, gl_TexCoord[0].xy).x; | ||
float n = 1.0; // camera z near | ||
float f = 100000.0; // camera z far | ||
depth = 2000.0 * (2.0 * n) / (f + n - depth * (f - n)); | ||
|
||
|
||
float focalDist2 = 2000.0 * (2.0 * n) / (f + n - focalDist * (f - n)); | ||
|
||
depth = abs(1.0 - sqrt(depth / focalDist2)); | ||
depth = clamp(depth, 0.0, 1.0); | ||
vec4 sum = vec4(0.0); | ||
if(depth >= 0.5) | ||
{ | ||
float[] pascal = float[7](1.0, 6.0, 15.0, 20.0, 15.0, 6.0, 1.0); | ||
|
||
for(int x = 0; x < 7; x++) | ||
{ | ||
for(int y = 0; y < 7; y++) | ||
{ | ||
sum = sum + texture2D(tex, gl_TexCoord[0].xy + vec2((x - 3) * dx, (y - 3) * dy)) * pascal[x] * pascal[y]; | ||
} | ||
} | ||
sum = sum / 4096.0; | ||
//sum.r = 1.0; | ||
depth = 1.0; | ||
} else { | ||
float[] pascal = float[5](1.0, 4.0, 6.0, 4.0, 1.0); | ||
|
||
for(int x = 0; x < 5; x++) | ||
{ | ||
for(int y = 0; y < 5; y++) | ||
{ | ||
sum = sum + texture2D(tex, gl_TexCoord[0].xy + vec2((x - 2) * dx, (y - 2) * dy)) * pascal[x] * pascal[y]; | ||
} | ||
} | ||
sum = sum / 256.0; | ||
//sum.g = 1.0; | ||
depth = depth * 2; | ||
} | ||
|
||
vec4 diff = texture2D(tex, gl_TexCoord[0].xy); | ||
//diff.b = 1.0; | ||
gl_FragColor = sum * depth + diff * (1.0 - depth) + vec4(0.2, 0.0, 0.0, 0.0); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,9 @@ | ||
#version 120 | ||
uniform float worldTime; | ||
|
||
void main() | ||
{ | ||
gl_FrontColor = gl_Color; | ||
gl_Position = ftransform(); | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
} |
Oops, something went wrong.