2014-02-12 16:16:10 -05:00
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#version 330
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2013-11-30 16:33:06 -05:00
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uniform sampler2D tex;
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uniform vec2 dir;
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uniform vec2 dir2;
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2014-01-08 19:17:28 -05:00
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in vec2 uv;
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in vec2 uv_bis;
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in float camdist;
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2013-11-30 16:33:06 -05:00
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2014-01-19 13:31:00 -05:00
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out vec4 FragColor;
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const float maxlen = 0.02;
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2013-11-30 16:33:06 -05:00
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void main()
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{
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float horiz = texture(tex, uv + dir).x;
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float vert = texture(tex, (uv.yx + dir2) * vec2(0.9)).x;
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2013-11-30 16:33:06 -05:00
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vec2 offset = vec2(horiz, vert);
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offset *= 2.0;
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offset -= 1.0;
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// Fade according to distance to cam
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float fade = 1.0 - smoothstep(1.0, 100.0, camdist);
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2013-11-30 16:33:06 -05:00
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// Fade according to distance from the edges
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const float mindist = 0.1;
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fade *= smoothstep(0.0, mindist, uv_bis.x) * smoothstep(0.0, mindist, uv_bis.y) *
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(1.0 - smoothstep(1.0 - mindist, 1.0, uv_bis.x)) *
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(1.0 - smoothstep(1.0 - mindist, 1.0, uv_bis.y));
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2013-11-30 16:33:06 -05:00
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offset *= 50.0 * fade * maxlen;
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2014-01-20 19:18:26 -05:00
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vec4 col;
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col.r = step(offset.x, 0.0) * -offset.x;
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col.g = step(0.0, offset.x) * offset.x;
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col.b = step(offset.y, 0.0) * -offset.y;
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col.a = step(0.0, offset.y) * offset.y;
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2014-01-19 13:31:00 -05:00
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FragColor = col;
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2013-11-30 16:33:06 -05:00
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}
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