Merge branch 'master' of https://github.com/Shyotl/SingularityViewer
This commit is contained in:
@@ -10,6 +10,7 @@ uniform sampler2D diffuseMap;
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void main()
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{
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gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy));
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//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy)); //This should not compile!
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gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a);
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}
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@@ -8,24 +8,20 @@
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uniform sampler2D diffuseMap;
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uniform float glowStrength;
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float kern[4] = float[4](.25,.5,.8,1.0); //Initialize the correct (non nVidia cg) way
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void main()
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{
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vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
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// ATI compiler falls down on array initialization.
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float kern[8];
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kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
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kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
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col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy);
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col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy);
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col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy);
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col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy);
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col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw);
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col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw);
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col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw);
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col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw);
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col += kern[3] * texture2D(diffuseMap, gl_TexCoord[0].zw);
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col += kern[2] * texture2D(diffuseMap, gl_TexCoord[1].zw);
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col += kern[1] * texture2D(diffuseMap, gl_TexCoord[2].zw);
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col += kern[0] * texture2D(diffuseMap, gl_TexCoord[3].zw);
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gl_FragColor = vec4(col.rgb * glowStrength, col.a);
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}
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@@ -9,21 +9,18 @@ uniform sampler2DRect RenderTexture;
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uniform float bloomStrength;
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varying vec4 gl_TexCoord[gl_MaxTextureCoords];
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float blurWeights[4] = float[4](.05,.1,.2,.3);
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void main(void)
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{
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float blurWeights[7];
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blurWeights[0] = 0.05;
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blurWeights[1] = 0.1;
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blurWeights[2] = 0.2;
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blurWeights[3] = 0.3;
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blurWeights[4] = 0.2;
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blurWeights[5] = 0.1;
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blurWeights[6] = 0.05;
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vec3 color = vec3(0,0,0);
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for (int i = 0; i < 7; i++){
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color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
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}
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vec3 color = blurWeights[0] * texture2DRect(RenderTexture, gl_TexCoord[0].st).rgb;
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color+= blurWeights[1] * texture2DRect(RenderTexture, gl_TexCoord[1].st).rgb;
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color+= blurWeights[2] * texture2DRect(RenderTexture, gl_TexCoord[2].st).rgb;
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color+= blurWeights[3] * texture2DRect(RenderTexture, gl_TexCoord[3].st).rgb;
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color+= blurWeights[2] * texture2DRect(RenderTexture, gl_TexCoord[4].st).rgb;
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color+= blurWeights[1] * texture2DRect(RenderTexture, gl_TexCoord[5].st).rgb;
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color+= blurWeights[0] * texture2DRect(RenderTexture, gl_TexCoord[6].st).rgb;
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color *= bloomStrength;
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@@ -12,12 +12,15 @@ uniform vec3 contrastBase;
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uniform float saturation;
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uniform vec3 lumWeights;
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const float gamma = 2.0;
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uniform float gamma;
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void main(void)
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{
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vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
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/// Apply gamma
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color = pow(color, vec3(1.0/gamma));
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/// Modulate brightness
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color *= brightness;
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@@ -0,0 +1,28 @@
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uniform sampler2DRect RenderTexture;
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uniform int horizontalPass;
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uniform float offset[2] = float[2]( 1.3846153846, 3.2307692308 );
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uniform float weight[3] = float[3]( 0.2270270270, 0.3162162162, 0.0702702703 );
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void main(void)
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{
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vec4 color = texture2DRect(RenderTexture, gl_TexCoord[0].st)*weight[0];
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if(horizontalPass == 1)
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{
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color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x+offset[0],gl_TexCoord[0].y));
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color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x-offset[0],gl_TexCoord[0].y));
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color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x+offset[1],gl_TexCoord[0].y));
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color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x-offset[1],gl_TexCoord[0].y));
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}
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else
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{
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color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y+offset[0]));
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color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y-offset[0]));
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color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y+offset[1]));
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color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y-offset[1]));
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}
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gl_FragColor = color;
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}
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@@ -151,6 +151,8 @@
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<real>1.5</real>
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<key>bloom_width</key>
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<real>2.25</real>
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<key>gamma</key>
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<real>1.0</real>
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<key>brightness</key>
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<real>1</real>
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<key>brightness_multiplier</key>
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@@ -170,6 +172,10 @@
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<boolean>0</boolean>
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<key>enable_night_vision</key>
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<boolean>0</boolean>
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<key>enable_gauss_blur</key>
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<boolean>0</boolean>
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<key>gauss_blur_passes</key>
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<integer>2</integer>
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<key>extract_high</key>
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<real>1</real>
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<key>extract_low</key>
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