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12 lines
380 B
GLSL
12 lines
380 B
GLSL
#property description Use UV (from YUV) as .uv
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#property inputCount 2
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void main(void) {
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vec4 map = texture(iInputs[1], uv);
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vec3 yuv = rgb2yuv(demultiply(map).rgb);
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vec2 scaledUV = (yuv.gb - 0.5) * 4.0 + 0.5;
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vec2 newUV = mix(uv, scaledUV, iIntensity * map.a * pow(defaultPulse, 2.));
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vec4 mappedColor = texture(iInput, newUV);
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fragColor = mappedColor;
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}
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