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https://github.com/cyberboy666/r_e_c_u_r.git
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some fine tune shaders
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59
Shaders/1-input/hsv_control_fine.frag
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59
Shaders/1-input/hsv_control_fine.frag
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//1-input
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform float u_x0;
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uniform float u_x1;
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uniform float u_x2;
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uniform float u_x3;
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vec3 rgb2grayscale(vec3 c)
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{
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return(vec3(dot(c, vec3(0.299, 0.587, 0.114))));
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}
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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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 c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main(){
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vec2 pos = v_texcoord;
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vec4 color = texture2D(u_tex0, pos);
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vec3 hsv = rgb2hsv(color.rgb);
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hsv.x += 0.1*u_x0 - 0.05;
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hsv.y += 0.1*u_x1 - 0.05;
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hsv.z += 0.1*u_x2 - 0.05;
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//hsv.x += -0.2;
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vec3 rgb = hsv2rgb(hsv.xyz);
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gl_FragColor = vec4(rgb, color.a);
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}
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54
Shaders/1-input/rotate_fine.frag
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54
Shaders/1-input/rotate_fine.frag
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//1-input
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform float u_x0;
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uniform float u_x1;
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uniform float u_x2;
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uniform float u_x3;
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vec4 rotate(sampler2D tex, vec2 pos){
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vec4 texColourRotate;
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vec2 center;
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//center = vec2(u_x3 / u_resolution.x, u_x4 / u_resolution.y);
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center = vec2(0.45 + 0.1*u_x1,0.45 + 0.1*u_x2);
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pos.x = (pos.x - center.x)*(0.5 / (0.45 + 0.1*u_x3)) + center.x;
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pos.y = (pos.y - center.y)*(0.5 / (0.45 + 0.1*u_x3)) + center.y;
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float r = distance(center, pos);
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float a = atan(pos.x - center.x, pos.y - center.y);
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pos.x = r * cos(a + 2.0 * 3.141592 * (0.2 + 0.1*u_x0)) + 0.5;
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pos.y = r * sin(a + 2.0 * 3.141592 * (0.2 + 0.1*u_x0)) + 0.5;
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pos.x = 1.0 - pos.x;
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if((pos.x < 0.0)||(pos.y < 0.0)||(pos.x > 1.0)||(pos.y > 1.0)){
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texColourRotate = vec4(0.0);
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}
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else{
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texColourRotate = texture2D(tex, pos);
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}
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return texColourRotate;
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}
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void main(){
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vec2 pos = v_texcoord;
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vec4 texColour0;
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texColour0 = rotate(u_tex0, v_texcoord);
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gl_FragColor = texColour0;
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}
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