Updated gravity transform, cleaned up graph shader
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37
shaders/graph/2.frag
Normal file
37
shaders/graph/2.frag
Normal file
@@ -0,0 +1,37 @@
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layout(pixel_center_integer) in vec4 gl_FragCoord;
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#request uniform "prev" tex
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uniform sampler2D tex; /* screen texture */
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#request uniform "screen" screen
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uniform ivec2 screen; /* screen dimensions */
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out vec4 fragment; /* output */
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#define OUTLINE vec4(0.15, 0.15, 0.15, 1)
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void main() {
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fragment = texture(tex, vec2(gl_FragCoord.x / screen.x, gl_FragCoord.y / screen.y));
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vec4
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a0 = texture(tex, vec2((gl_FragCoord.x + 1) / screen.x, (gl_FragCoord.y + 0) / screen.y)),
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a1 = texture(tex, vec2((gl_FragCoord.x + 1) / screen.x, (gl_FragCoord.y + 1) / screen.y)),
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a2 = texture(tex, vec2((gl_FragCoord.x + 0) / screen.x, (gl_FragCoord.y + 1) / screen.y)),
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a3 = texture(tex, vec2((gl_FragCoord.x + 1) / screen.x, (gl_FragCoord.y + 0) / screen.y)),
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a4 = texture(tex, vec2((gl_FragCoord.x - 1) / screen.x, (gl_FragCoord.y - 0) / screen.y)),
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a5 = texture(tex, vec2((gl_FragCoord.x - 1) / screen.x, (gl_FragCoord.y - 1) / screen.y)),
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a6 = texture(tex, vec2((gl_FragCoord.x - 0) / screen.x, (gl_FragCoord.y - 1) / screen.y)),
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a7 = texture(tex, vec2((gl_FragCoord.x - 1) / screen.x, (gl_FragCoord.y - 0) / screen.y));
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vec4 avg = (a0 + a1 + a2 + a3 + a4 + a5 + a6 + a7) / 8.0;
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if (avg.a > 0){
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if (fragment.a <= 0) {
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/* outline */
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fragment = OUTLINE;
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} else if (avg.a < 1 && gl_FragCoord.y != 0) {
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/* creates a nice 'glint' along the edge of the spectrum */
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fragment.rgb *= avg.a * 2;
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}
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}
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}
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