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New Uniform variables in example GLSL shader
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@@ -1,7 +1,7 @@
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// from https://www.shadertoy.com/view/Ms2Xz3
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// from https://www.shadertoy.com/view/Ms2Xz3
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// Adapted by Bruno Herbelin for vimix
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// Adapted by Bruno Herbelin for vimix
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float Intensity = 0.6;
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uniform float Intensity = 0.6;
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vec4 BlurColor (in vec2 Coord, in sampler2D Tex, in float MipBias)
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vec4 BlurColor (in vec2 Coord, in sampler2D Tex, in float MipBias)
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{
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{
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@@ -8,7 +8,7 @@
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#define GOLDEN_ANGLE 2.39996323
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#define GOLDEN_ANGLE 2.39996323
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#define ITERATIONS 60
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#define ITERATIONS 60
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float Radius = 0.3;
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uniform float Radius = 0.3;
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mat2 rot = mat2(cos(GOLDEN_ANGLE), sin(GOLDEN_ANGLE), -sin(GOLDEN_ANGLE), cos(GOLDEN_ANGLE));
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mat2 rot = mat2(cos(GOLDEN_ANGLE), sin(GOLDEN_ANGLE), -sin(GOLDEN_ANGLE), cos(GOLDEN_ANGLE));
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@@ -1,7 +1,7 @@
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// Ordered Dithering Shader https://www.shadertoy.com/view/4lSSRR
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// Ordered Dithering Shader https://www.shadertoy.com/view/4lSSRR
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// by mooglemoogle
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// by mooglemoogle
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// Adapted by Bruno Herbelin for vimix
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// Adapted by Bruno Herbelin for vimix
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float Factor = 0.5;
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uniform float Factor = 0.5;
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const float mult = 1.0 / 17.0;
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const float mult = 1.0 / 17.0;
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const mat4 adjustments = (mat4(
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const mat4 adjustments = (mat4(
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@@ -1,6 +1,6 @@
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/**
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/**
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* Earlybird Filter by Ruofei Du (DuRuofei.com)
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* Earlybird Filter by Ruofei Du (DuRuofei.com)
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* Demo: https://www.shadertoy.com/view/4lSyDK
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* Demo: https://www.shadertoy.com/view/XlSyWV
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* starea @ ShaderToy,License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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* starea @ ShaderToy,License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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* https://creativecommons.org/licenses/by-nc-sa/3.0/
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* https://creativecommons.org/licenses/by-nc-sa/3.0/
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*
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*
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@@ -59,6 +59,8 @@ vec3 colorBurn(in vec3 s, in vec3 d )
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return 1.0 - (1.0 - d) / s;
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return 1.0 - (1.0 - d) / s;
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}
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}
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uniform float Contrast;
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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{
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec2 uv = fragCoord.xy / iResolution.xy;
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@@ -79,7 +81,7 @@ void mainImage( out vec4 fragColor, in vec2 fragCoord )
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col = mix(tint * col, col, gradient);
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col = mix(tint * col, col, gradient);
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col = colorBurn(grey, col);
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col = colorBurn(grey, col);
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//col *= 0.8;
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col *= Contrast + 0.5;
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fragColor = vec4(col, 1.0);
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fragColor = vec4(col, 1.0);
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}
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}
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@@ -1,7 +1,7 @@
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// from https://www.shadertoy.com/view/4s2GRR by SanchYESS
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// from https://www.shadertoy.com/view/4s2GRR by SanchYESS
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// Inspired by http://stackoverflow.com/questions/6030814/add-fisheye-effect-to-images-at-runtime-using-opengl-es
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// Inspired by http://stackoverflow.com/questions/6030814/add-fisheye-effect-to-images-at-runtime-using-opengl-es
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// Adapted by Bruno Herbelin for vimix
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// Adapted by Bruno Herbelin for vimix
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float Factor = 0.4;
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uniform float Factor = 0.4;
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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{
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@@ -3,7 +3,7 @@
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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// Adapted by Bruno Herbelin for vimix
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// Adapted by Bruno Herbelin for vimix
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float Factor = 0.5;
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uniform float Factor = 0.5;
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vec2 hash( vec2 p ) {
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vec2 hash( vec2 p ) {
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p = 2.0 * vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)));
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p = 2.0 * vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)));
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