Crash Handler should hopefully catch more now Close Button in metadata screen Improved System Info
48 lines
1.5 KiB
GLSL
48 lines
1.5 KiB
GLSL
#pragma header
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float uBlur = 0.075;
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float uBrightness = 0.9;
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vec4 getColor(vec2 pos) {
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if (pos.x < 0) pos.x = 0;
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else if (pos.x > 1.0 - (1.0 / openfl_TextureSize.x)) pos.x = 1.0 - (1.0 / openfl_TextureSize.x);
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if (pos.y < 0) pos.y = 0;
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else if (pos.y > 1.0 - (1.0 / openfl_TextureSize.y)) pos.y = 1.0 - (1.0 / openfl_TextureSize.y);
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// return textureCam(bitmap, pos);
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return flixel_texture2D(bitmap, pos);
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}
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vec2 fixvec2(float x, float y) { // makes an uv the same across sizes
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vec2 val = vec2(x, y);
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val.xy *= vec2(1280.0, 720.0);
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val.xy /= openfl_TextureSize.xy;
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return val;
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}
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vec2 fixvec2(vec2 uv) { // makes an uv the same across sizes
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vec2 val = uv;
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val.xy *= vec2(1280.0, 720.0);
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val.xy /= openfl_TextureSize.xy;
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return val;
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}
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vec2 random(vec2 p) {
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p = vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3)));
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return fract(sin(p)*4375.5);
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}
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void main() {
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// vec2 camPos = getCamPos(openfl_TextureCoordv);
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vec2 camPos = openfl_TextureCoordv;
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if (camPos.x < 0 || camPos.x > 1 || camPos.y < 0 || camPos.y > 1)
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return;
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//vec4 color = getColor(camPos);
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vec2 blur = vec2(uBlur) * vec2(1.0, openfl_TextureSize.x / openfl_TextureSize.y);
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vec4 a = getColor(camPos+fixvec2(random(camPos)*blur - blur / 2.0)) * uBrightness;
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a += getColor(camPos+fixvec2(random(camPos+0.1)*blur - blur / 2.0)) * uBrightness;
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a += getColor(camPos+fixvec2(random(camPos+0.2)*blur - blur / 2.0)) * uBrightness;
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//a += getColor(camPos+fixvec2(random(camPos+0.3)*blur - blur / 2.0)) * uBrightness;
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gl_FragColor = a / 4.0;
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} |