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https://github.com/cyberboy666/r_e_c_u_r.git
synced 2025-12-05 16:00:06 +01:00
76 lines
1.8 KiB
GLSL
76 lines
1.8 KiB
GLSL
//2-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 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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vec4 mixBlendAdd0(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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vec3 hsvTexColour0 = rgb2hsv(texColour0.rgb);
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vec3 hsvTexColour1 = rgb2hsv(texColour1.rgb);
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if((1.0 - u_x0) * hsvTexColour0.z < u_x0 * hsvTexColour1.x){colour = texColour1;}
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else {colour = texColour0;}
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return colour;
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}
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vec4 mixBlendAdd1(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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vec3 hsvTexColour0 = rgb2hsv(texColour0.rgb);
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vec3 hsvTexColour1 = rgb2hsv(texColour1.rgb);
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if((1.0 - u_x0) * hsvTexColour0.z < u_x0 * hsvTexColour1.x){colour = texColour1;}
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else {colour = texColour0;}
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return colour;
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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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vec4 texColour1;
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texColour0 = texture2D(u_tex0, v_texcoord);
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texColour1 = texture2D(u_tex1, v_texcoord);
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vec4 colour;
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if(u_x1 > 0.5){colour = mixBlendAdd0(texColour0, texColour1);}
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else{colour = mixBlendAdd1(texColour0, texColour1);}
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gl_FragColor = colour;
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}
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