| Line | |
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| 1 | uniform sampler2D ParticlesShot; |
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| 2 | uniform sampler2D FinalRender; |
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| 3 | uniform vec4 parameters; |
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| 4 | |
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| 5 | float getGrey(vec4 color) |
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| 6 | { |
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| 7 | return dot(color, vec4(0.30, 0.59, 0.11, 0.0)); |
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| 8 | } |
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| 9 | |
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| 10 | void main(void) |
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| 11 | { |
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| 12 | float yComponents[4]; |
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| 13 | vec3 normal; |
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| 14 | |
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| 15 | vec2 offsets[4], |
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| 16 | sampler; |
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| 17 | |
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| 18 | offsets[0] = vec2(-parameters.x, 0.0); |
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| 19 | offsets[1] = vec2( parameters.x, 0.0); |
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| 20 | offsets[2] = vec2( 0.0,-parameters.y); |
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| 21 | offsets[3] = vec2( 0.0, parameters.y); |
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| 22 | |
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| 23 | for(int i = 0; i < 4; i++) |
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| 24 | yComponents[i] = getGrey(texture2D(ParticlesShot, gl_TexCoord[0].xy + offsets[i])); |
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| 25 | |
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| 26 | normal.x = yComponents[0] - yComponents[1]; |
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| 27 | normal.z = yComponents[2] - yComponents[3]; |
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| 28 | normal.y = 0.05; |
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| 29 | |
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| 30 | normal = normalize(normal); |
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| 31 | |
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| 32 | sampler = vec2(normal.x*parameters.z + gl_TexCoord[0].x, |
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| 33 | normal.z*parameters.w + gl_TexCoord[0].y); |
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| 34 | |
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| 35 | gl_FragColor = texture2D(FinalRender, sampler); |
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| 36 | } |
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