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32 lines
866 B
GLSL
32 lines
866 B
GLSL
uniform sampler2D inputImageTexture2; //map
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uniform sampler2D inputImageTexture3; //vignette_map_plus_darker
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vec4 filter(vec4 color) {
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vec3 texel = color.rgb;
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vec2 tc = (2.0 * texCoord) - 1.0;
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float d = dot(tc, tc);
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vec2 lookup;
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vec3 sampled;
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lookup.y = .5;
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lookup.x = texel.r;
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sampled.r = texture2D(inputImageTexture3, lookup).r;
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lookup.x = texel.g;
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sampled.g = texture2D(inputImageTexture3, lookup).g;
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lookup.x = texel.b;
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sampled.b = texture2D(inputImageTexture3, lookup).b;
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float value = smoothstep(0.0, 1.25, pow(d, 1.35)/1.65);
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texel = mix(texel, sampled, value);
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texel = vec3(
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texture2D(inputImageTexture2, vec2(texel.r, 0.5)).r,
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texture2D(inputImageTexture2, vec2(texel.g, 0.5)).g,
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texture2D(inputImageTexture2, vec2(texel.b, 0.5)).b);
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return vec4(texel, 1.0);
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}
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