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Merge branch 'master' of https://github.com/tmj-fstate/maszyna into tmj-master
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@@ -111,15 +111,15 @@ vec2 calc_headlights(light_s light, vec3 fragnormal)
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vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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{
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fragcolor *= param[0].rgb;
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fragcolor *= param[1].x;
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vec3 emissioncolor = param[0].rgb * emission;
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vec3 envcolor = envmap_color(fragnormal);
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if(lights_count == 0U)
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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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// fragcolor *= lights[0].intensity;
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// fragcolor *= lights[0].intensity;
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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21
shaders/postfx_chromaticaberration.frag
Normal file
21
shaders/postfx_chromaticaberration.frag
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@@ -0,0 +1,21 @@
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in vec2 f_coords;
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layout(location = 0) out vec4 out_color;
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#texture (color_tex, 0, RGB)
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uniform sampler2D iChannel0;
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void main()
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{
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float amount = 0.001;
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vec2 uv = f_coords;
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vec3 col;
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col.r = texture( iChannel0, vec2(uv.x+amount,uv.y) ).r;
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col.g = texture( iChannel0, uv ).g;
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col.b = texture( iChannel0, vec2(uv.x-amount,uv.y) ).b;
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col *= (1.0 - amount * 0.5);
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out_color = vec4(col,1.0);
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}
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