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b103d0ca99
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933cb21020
5 changed files with 8 additions and 31 deletions
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@ -4,6 +4,7 @@
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//#define aberration
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//#define aberration
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//#define hBlur
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//#define hBlur
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//#define scanlines
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varying vec2 texcoord;
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varying vec2 texcoord;
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@ -12,7 +13,6 @@ uniform float viewWidth;
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#include "/module/aberration.frag"
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#include "/module/aberration.frag"
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#include "/module/horizontal_blur.frag"
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#include "/module/horizontal_blur.frag"
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#include "/module/scanline.frag"
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void main() {
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void main() {
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vec3 color;
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vec3 color;
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@ -26,8 +26,11 @@ void main() {
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color.rb = aberrate().rb;
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color.rb = aberrate().rb;
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#endif
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#endif
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#if scanline > 0
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#ifdef scanlines
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color = scanlines(color);
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if(mod(int(gl_FragCoord.y / (pixelSize * 2)), 2) == 0)
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color.rgb *= 0.95;
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else
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color.rgb /= 0.95;
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#endif
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#endif
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gl_FragData[0] = vec4(color, 1);
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gl_FragData[0] = vec4(color, 1);
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@ -54,10 +54,7 @@ screen.SCREEN=Screen
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option.interlacing=Interlacing
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option.interlacing=Interlacing
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option.scanline=Scanlines
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option.scanlines=Scanlines
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value.scanline.0=Off
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value.scanline.1=Soft
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value.scanline.2=Hard
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option.aberration=Chromatic Aberration
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option.aberration=Chromatic Aberration
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@ -1,18 +0,0 @@
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#include "/var/scanline.glsl"
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#define scanline 0 // [0 1 2]
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vec3 scanlines(vec3 color) {
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#if scanline == SCANLINE_SOFT
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if(mod(int(gl_FragCoord.y / pixelSize * 2), 2) == 0)
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color.rgb *= 0.95;
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else
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color.rgb /= 0.95;
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#elif scanline == SCANLINE_HARD
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if(mod(int(gl_FragCoord.y / pixelSize), 2) == 0)
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color.rgb *= 0.5;
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#endif
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return color;
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}
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@ -20,7 +20,7 @@ screen.COLOR.columns=3
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screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits
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screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits
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# screen effects
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# screen effects
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screen.SCREEN=interlacing scanline aberration
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screen.SCREEN=interlacing scanlines aberration
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# console effects
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# console effects
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screen.CONSOLE.columns=1
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screen.CONSOLE.columns=1
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@ -1,5 +0,0 @@
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#define SCANLINE_SOFT 1
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#define SCANLINE_HARD 2
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#define SCANLINE_STRETCH 3
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