73 lines
1.8 KiB
GLSL
73 lines
1.8 KiB
GLSL
uniform vec2 invrendertargetdim;
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//texture coordinates for framebuffer read
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varying vec4 uvcoordsvar;
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/* color texture coordinates, offset by a small amount */
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varying vec2 color_uv1;
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varying vec2 color_uv2;
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varying vec2 depth_uv1;
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varying vec2 depth_uv2;
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varying vec2 depth_uv3;
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varying vec2 depth_uv4;
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//very simple shader for gull screen FX, just pass values on
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void vert_generic()
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{
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uvcoordsvar = gl_MultiTexCoord0;
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gl_Position = gl_Vertex;
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}
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void vert_dof_first_pass()
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{
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/* we offset the texture coordinates by 1.5 pixel,
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* then we reuse that to sample the surrounding pixels */
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color_uv1 = gl_MultiTexCoord0.xy + vec2(-1.5, -1.5) * invrendertargetdim;
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color_uv2 = gl_MultiTexCoord0.xy + vec2(0.5, -1.5) * invrendertargetdim;
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depth_uv1 = gl_MultiTexCoord0.xy + vec2(-1.5, -1.5) * invrendertargetdim;
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depth_uv2 = gl_MultiTexCoord0.xy + vec2(-0.5, -1.5) * invrendertargetdim;
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depth_uv3 = gl_MultiTexCoord0.xy + vec2(0.5, -1.5) * invrendertargetdim;
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depth_uv4 = gl_MultiTexCoord0.xy + vec2(1.5, -1.5) * invrendertargetdim;
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gl_Position = gl_Vertex;
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}
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void vert_dof_fourth_pass()
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{
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vec4 halfpixel = vec4(-0.5, 0.5, -0.5, 0.5);
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uvcoordsvar = gl_MultiTexCoord0.xxyy +
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halfpixel *
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vec4(invrendertargetdim.x,
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invrendertargetdim.x,
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invrendertargetdim.y,
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invrendertargetdim.y);
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gl_Position = gl_Vertex;
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}
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void vert_dof_fifth_pass()
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{
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vec4 halfpixel = vec4(-0.5, 0.5, -0.5, 0.5);
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color_uv1 = vec2(0.5, 1.5) * invrendertargetdim;
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uvcoordsvar = gl_MultiTexCoord0;
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gl_Position = gl_Vertex;
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}
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void main()
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{
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#ifdef FIRST_PASS
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vert_dof_first_pass();
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#elif defined(FOURTH_PASS)
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vert_dof_fourth_pass();
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#elif defined(FIFTH_PASS)
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vert_dof_fifth_pass();
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#else
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vert_generic();
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#endif
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}
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