84 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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#include "compiled.inc"
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uniform sampler2D tex;
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#ifdef _CPostprocess
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uniform vec4 PPComp13;
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#endif
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in vec2 texCoord;
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out vec4 fragColor;
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vec2 barrelDistortion(vec2 coord, float amt) {
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	vec2 cc = coord - 0.5;
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	float dist = dot(cc, cc);
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	return coord + cc * dist * amt;
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}
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float sat(float value)
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{
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	return clamp(value, 0.0, 1.0);
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}
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float linterp(float t) {
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	return sat(1.0 - abs(2.0 * t - 1.0) );
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}
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float remap(float t, float a, float b ) {
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	return sat((t - a) / (b - a));
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}
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vec4 spectrum_offset(float t) {
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	vec4 ret;
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	float low = step(t,0.5);
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	float high = 1.0 - low;
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	float minMap = 1.0;
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	float maxMap = 6.0;
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	float w = linterp( remap(t, minMap/maxMap, 5.0/maxMap ) );
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	ret = vec4(low, 1.0, high, 1.) * vec4(1.0-w, w, 1.0-w, 1.0);
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	return pow(ret, vec4(1.0/2.2) );
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}
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void main() {
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	#ifdef _CPostprocess
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		float max_distort = PPComp13.x;
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		int num_iter = int(PPComp13.y);
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		int CAType = int(PPComp13.z);
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		int on = int(PPComp13.w);
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	#else
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		float max_distort = compoChromaticStrength;
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		int num_iter = compoChromaticSamples;
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		int CAType = compoChromaticType;
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		int on = 1;
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	#endif
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	// Spectral
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	if (CAType == 1) {
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		float reci_num_iter_f = 1.0 / float(num_iter);
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		vec2 resolution = vec2(1,1);
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		vec2 uv = (texCoord.xy/resolution.xy);
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		vec4 sumcol = vec4(0.0);
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		vec4 sumw = vec4(0.0);
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		for (int i=0; i < num_iter; ++i)
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		{
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			float t = float(i) * reci_num_iter_f;
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			vec4 w = spectrum_offset(t);
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			sumw += w;
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			sumcol += w * texture(tex, barrelDistortion(uv, 0.6 * max_distort * t));
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		}
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		if (on == 1) fragColor = sumcol / sumw; else fragColor = texture(tex, texCoord);
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	}
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	// Simple
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	else {
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		vec3 col = vec3(0.0);
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		col.x = texture(tex, texCoord + ((vec2(0.0, 1.0) * max_distort) / vec2(1000.0))).x;
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		col.y = texture(tex, texCoord + ((vec2(-0.85, -0.5) * max_distort) / vec2(1000.0))).y;
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		col.z = texture(tex, texCoord + ((vec2(0.85, -0.5) * max_distort) / vec2(1000.0))).z;
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		if (on == 1) fragColor = vec4(col.x, col.y, col.z, fragColor.w); 
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		else fragColor = texture(tex, texCoord);
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	}
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}
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