Forget to remove some unused shaders.
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eca3999d52
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@ -1,27 +0,0 @@
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uniform sampler2D tex;
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uniform sampler2D oldtex;
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uniform vec2 pixel;
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uniform vec2 multi;
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uniform int size;
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out vec4 FragColor;
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void main()
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{
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float res = 0.0;
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vec2 tc = gl_TexCoord[0].xy;
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// tc.y = 1.0 - tc.y;
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tc *= multi;
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for (int i = 0; i < size; i++)
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{
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float col = texture(tex, tc).x;
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res = max(col, res);
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tc += pixel;
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}
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float old = texture(oldtex, gl_TexCoord[0].xy).x;
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FragColor = vec4(mix(old, res, 0.7));
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}
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@ -1,60 +0,0 @@
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uniform sampler2D tex;
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uniform vec2 pixel;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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// Separated penumbra, horizontal
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void main()
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{
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float sum = 0.0;
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vec4 tmp;
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float X = uv.x;
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float Y = uv.y;
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float width = 0.0;
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float zsum = 0.00001;
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tmp = texture(tex, vec2(X - 5.13333 * pixel.x, Y));
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sum += tmp.x * 0.00640869;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X - 3.26667 * pixel.x, Y));
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sum += tmp.x * 0.083313;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X - 1.4 * pixel.x, Y));
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sum += tmp.x * 0.305481;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y));
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sum += tmp.x * 0.209473;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X + 1.4 * pixel.x, Y));
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sum += tmp.x * 0.305481;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X + 3.26667 * pixel.x, Y));
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sum += tmp.x * 0.083313;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X + 5.13333 * pixel.x, Y));
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sum += tmp.x * 0.00640869;
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zsum += tmp.z;
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width += tmp.y;
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float hasz = step(0.7, zsum);
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FragColor = vec4(sum, (width / zsum) * hasz, hasz, 1.0);
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}
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@ -1,61 +0,0 @@
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uniform sampler2D tex;
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uniform vec2 pixel;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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// Separated penumbra, vertical
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void main()
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{
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float sum = 0.0;
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vec4 tmp;
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float X = uv.x;
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float Y = uv.y;
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float width = 0.0;
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float zsum = 0.00001;
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tmp = texture(tex, vec2(X, Y - 5.13333 * pixel.y));
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sum += tmp.x * 0.00640869;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y - 3.26667 * pixel.y));
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sum += tmp.x * 0.083313;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y - 1.4 * pixel.y));
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sum += tmp.x * 0.305481;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y));
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sum += tmp.x * 0.209473;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y + 1.4 * pixel.y));
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sum += tmp.x * 0.305481;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y + 3.26667 * pixel.y));
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sum += tmp.x * 0.083313;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y + 5.13333 * pixel.y));
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sum += tmp.x * 0.00640869;
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zsum += tmp.z;
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width += tmp.y;
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float hasz = step(0.7, zsum);
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FragColor = vec4(sum, (width / zsum) * hasz, hasz, 1.0);
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}
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