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46
res/shaders/s2le/frag.gls
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46
res/shaders/s2le/frag.gls
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#version 330 core
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uniform sampler2D sampler;
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uniform vec4 color1 = vec4(0, 1, 1, 1);
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uniform vec4 color2 = vec4(0, 0, 1, 1);
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uniform float time = 0, freq = 1;
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uniform bool rgb = true, loop = false, textured = false;
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in vec2 iTexCoords;
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in float percent;
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out vec4 color;
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vec4 hsvToRgb(vec4 hsva);
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void main() {
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vec4 tcolor;
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if(textured)
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tcolor = texture(sampler, iTexCoords);
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if(!textured || tcolor.xyz == vec3(1, 1, 1)) {
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float finalPercent = mod((percent + time) * freq, 1);
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if(loop) {
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if(finalPercent > 0.5)
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finalPercent = 1 - finalPercent;
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finalPercent *= 2;
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}
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vec4 interpolated = color1 + (color2 - color1) * finalPercent;
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if(rgb)
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color = interpolated;
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else
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color = hsvToRgb(interpolated);
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if(textured)
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color.w = texture(sampler, iTexCoords).w;
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}
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else if(tcolor.w != 0)
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color = tcolor;
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else
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discard;
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}
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vec4 hsvToRgb(vec4 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return vec4(c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y), c.w);
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}
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16
res/shaders/s2le/vert.gls
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res/shaders/s2le/vert.gls
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#version 330 core
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uniform mat4 mvp;
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layout (location = 0) in vec3 vertices;
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layout (location = 1) in vec2 texCoords;
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out vec2 iTexCoords;
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out float percent;
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void main() {
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iTexCoords = texCoords;
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vec4 position = mvp * vec4(vertices, 1);
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percent = (position.x + 1) / 4 - (position.y - 1) / 4;
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gl_Position = position;
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}
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