diff --git a/rsc/shaders/filters/bloom.glsl b/rsc/shaders/filters/bloom.glsl index ef735a1..ffd1455 100644 --- a/rsc/shaders/filters/bloom.glsl +++ b/rsc/shaders/filters/bloom.glsl @@ -1,7 +1,7 @@ // from https://www.shadertoy.com/view/Ms2Xz3 // Adapted by Bruno Herbelin for vimix -float Intensity = 0.6; +uniform float Intensity = 0.6; vec4 BlurColor (in vec2 Coord, in sampler2D Tex, in float MipBias) { diff --git a/rsc/shaders/filters/bokeh.glsl b/rsc/shaders/filters/bokeh.glsl index dbd0ff8..88b25b2 100644 --- a/rsc/shaders/filters/bokeh.glsl +++ b/rsc/shaders/filters/bokeh.glsl @@ -8,7 +8,7 @@ #define GOLDEN_ANGLE 2.39996323 #define ITERATIONS 60 -float Radius = 0.3; +uniform float Radius = 0.3; mat2 rot = mat2(cos(GOLDEN_ANGLE), sin(GOLDEN_ANGLE), -sin(GOLDEN_ANGLE), cos(GOLDEN_ANGLE)); diff --git a/rsc/shaders/filters/dithering.glsl b/rsc/shaders/filters/dithering.glsl index 5b32bb5..a620295 100644 --- a/rsc/shaders/filters/dithering.glsl +++ b/rsc/shaders/filters/dithering.glsl @@ -1,7 +1,7 @@ // Ordered Dithering Shader https://www.shadertoy.com/view/4lSSRR // by mooglemoogle // Adapted by Bruno Herbelin for vimix -float Factor = 0.5; +uniform float Factor = 0.5; const float mult = 1.0 / 17.0; const mat4 adjustments = (mat4( diff --git a/rsc/shaders/filters/earlybird.glsl b/rsc/shaders/filters/earlybird.glsl index 6ff4735..61771f2 100644 --- a/rsc/shaders/filters/earlybird.glsl +++ b/rsc/shaders/filters/earlybird.glsl @@ -1,6 +1,6 @@ /** * Earlybird Filter by Ruofei Du (DuRuofei.com) - * Demo: https://www.shadertoy.com/view/4lSyDK + * Demo: https://www.shadertoy.com/view/XlSyWV * starea @ ShaderToy,License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. * https://creativecommons.org/licenses/by-nc-sa/3.0/ * @@ -59,6 +59,8 @@ vec3 colorBurn(in vec3 s, in vec3 d ) return 1.0 - (1.0 - d) / s; } +uniform float Contrast; + void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; @@ -79,7 +81,7 @@ void mainImage( out vec4 fragColor, in vec2 fragCoord ) col = mix(tint * col, col, gradient); col = colorBurn(grey, col); - //col *= 0.8; + col *= Contrast + 0.5; fragColor = vec4(col, 1.0); } diff --git a/rsc/shaders/filters/fisheye.glsl b/rsc/shaders/filters/fisheye.glsl index a5cda09..256d2a3 100644 --- a/rsc/shaders/filters/fisheye.glsl +++ b/rsc/shaders/filters/fisheye.glsl @@ -1,7 +1,7 @@ // from https://www.shadertoy.com/view/4s2GRR by SanchYESS // Inspired by http://stackoverflow.com/questions/6030814/add-fisheye-effect-to-images-at-runtime-using-opengl-es // Adapted by Bruno Herbelin for vimix -float Factor = 0.4; +uniform float Factor = 0.4; void mainImage( out vec4 fragColor, in vec2 fragCoord ) { diff --git a/rsc/shaders/filters/talk.glsl b/rsc/shaders/filters/talk.glsl index 01513cd..0e29e9a 100644 --- a/rsc/shaders/filters/talk.glsl +++ b/rsc/shaders/filters/talk.glsl @@ -3,7 +3,7 @@ // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // Adapted by Bruno Herbelin for vimix -float Factor = 0.5; +uniform float Factor = 0.5; vec2 hash( vec2 p ) { p = 2.0 * vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)));