2015-03-15 17:49:36 -04:00
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uniform sampler2D tex_128;
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uniform sampler2D tex_256;
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uniform sampler2D tex_512;
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2015-07-25 22:48:29 -04:00
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uniform sampler2D tex_dust;
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2015-03-15 17:49:36 -04:00
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out vec4 FragColor;
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void main()
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{
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vec2 uv = gl_FragCoord.xy / screen;
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vec4 col = .125 * texture(tex_128, uv);
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col += .25 * texture(tex_256, uv);
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col += .5 * texture(tex_512, uv);
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2015-07-25 22:48:29 -04:00
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2015-07-25 23:30:29 -04:00
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/* Lens dust effect ---- */
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vec4 col2 = texture(tex_128, uv);
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col2 += col2;
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2015-07-26 20:00:34 -04:00
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col2 += col2;
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2015-07-25 23:30:29 -04:00
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//float dustMask = max(col2.r,max(col2.g,col2.b));
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col += texture(tex_dust, uv) * col2;
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2015-07-25 22:48:29 -04:00
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2015-03-15 17:49:36 -04:00
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FragColor = vec4(col.xyz, 1.);
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}
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