- merge v0.01 --> Añadido fileselector - Añadidas fuentes de Gem y Pure Data - pix2jpg incluído en Gem. Archivos de construcción de Gem modificados. - Añadido fichero ompiling.txt con instrucciones de compilación
56 lines
1.6 KiB
GLSL
56 lines
1.6 KiB
GLSL
// Cyrille Henry 2008
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect texture;
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uniform float K2, K;
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vec2 pos_(vec2 V, float x, float y)
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{
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V += vec2(x,y);
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return(max(min(V,vec2(91.,63.)),vec2(0.)));
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}
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void main (void)
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{
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vec2 pos = gl_TexCoord[0].st * vec2(90.,62.)/256. ;
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vec4 color1 = texture2DRect(texture,pos_(pos,-1./256.,-1./256.));
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vec4 color2 = texture2DRect(texture,pos_(pos, 0./256.,-1./256.));
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vec4 color3 = texture2DRect(texture,pos_(pos, 1./256.,-1./256.));
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vec4 color4 = texture2DRect(texture,pos_(pos,-1./256., 0./256.));
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vec4 color5 = texture2DRect(texture,pos_(pos, 0./256., 0./256.));
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vec4 color6 = texture2DRect(texture,pos_(pos, 1./256., 0./256.));
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vec4 color7 = texture2DRect(texture,pos_(pos,-1./256., 1./256.));
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vec4 color8 = texture2DRect(texture,pos_(pos, 0./256., 1./256.));
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vec4 color9 = texture2DRect(texture,pos_(pos, 1./256., 1./256.));
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vec4 colorBG = color1 + color2 + color4 + color5;
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vec4 colorBD = color3 + color2 + color6 + color5;
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vec4 colorHG = color4 + color5 + color7 + color8;
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vec4 colorHD = color5 + color6 + color8 + color9;
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vec2 fract_pos = (fract(pos));
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vec4 XB = mix(colorBG,colorBD,fract_pos.x);
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vec4 XH = mix(colorHG,colorHD,fract_pos.x);
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vec4 X = mix(XB,XH,fract_pos.y) / 4.;
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X -= vec4(0.5);
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X.xyz = normalize(X.xyz);
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if(gl_FrontFacing)
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{X *= -1.;}
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float tmp = dot(X.xyz,normalize(vec3(0.,1.,1.)));
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tmp = -tmp;
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tmp = max(0.,tmp) + 0.3 * min(0.,tmp);
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tmp = 0.1 + 0.9 * tmp;
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vec4 color = tmp * vec4(1,0.95,0.9,1);
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color.a = smoothstep(0.75,1.,pos.x);
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gl_FragColor = color;
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}
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