2023-05-12 13:22:05 -05:00
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#version 330 core
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in vec2 TexCoords;
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out vec4 frag_color;
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uniform sampler2D diffuse_texture;
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void main()
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{
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2023-05-30 15:41:02 -05:00
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frag_color = texture(diffuse_texture, TexCoords);
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return;
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2023-05-24 20:45:50 -05:00
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vec2 screensize = textureSize(diffuse_texture,0);
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2023-05-12 13:22:05 -05:00
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vec4 color = texture(diffuse_texture, TexCoords);
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2023-05-24 20:45:50 -05:00
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float avg = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
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frag_color = vec4(avg,avg,avg,1.0);
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float lc = screensize.y/2.0;
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2023-05-12 13:22:05 -05:00
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float line = TexCoords.y * lc;
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float line_intensity = mod(float(line),2);
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float off = line_intensity * 0.0005;
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vec4 shift = vec4(off,0,0,0);
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vec4 color_shift = vec4(0.001,0,0,0);
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float r = color.r + color_shift.r + shift.r;
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float g = color.g - color_shift.g + shift.g;
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float b = color.b;
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frag_color = vec4(r, g*0.99, b, 1.0) * clamp(line_intensity, 0.85, 1.0);
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}
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