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65 lines
1.4 KiB
65 lines
1.4 KiB
#version 410
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uniform sampler2D previous;
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uniform sampler2D c3;
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uniform float last_beat;
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uniform float beat;
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uniform float volume;
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uniform float aspect;
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smooth in vec2 frag_position;
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smooth in vec2 frag_texcoord;
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// Chromatic Abberation shader
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// https://github.com/spite/Wagner/blob/master/fragment-shaders/chromatic-aberration-fs.glsl
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vec2 barrelDistortion(vec2 coord, float amt) {
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vec2 cc = coord - 0.5;
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float dist = dot(cc, cc);
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return coord + cc * dist * amt;
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}
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float sat( float t )
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{
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return clamp( t, 0.0, 1.0 );
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}
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float linterp( float t ) {
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return sat( 1.0 - abs( 2.0*t - 1.0 ) );
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}
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float remap( float t, float a, float b ) {
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return sat( (t - a) / (b - a) );
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}
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vec4 spectrum_offset( float t ) {
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vec4 ret;
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float lo = step(t,0.5);
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float hi = 1.0-lo;
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float w = linterp( remap( t, 1.0/6.0, 5.0/6.0 ) );
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ret = vec4(lo,1.0,hi, 1.) * vec4(1.0-w, w, 1.0-w, 1.);
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return pow( ret, vec4(1.0/2.2) );
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}
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const int num_iter = 20;
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const float reci_num_iter_f = 1.0 / float(num_iter);
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void main()
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{
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float max_distort = 0.5;
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vec4 sumcol = vec4(0.0);
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vec4 sumw = vec4(0.0);
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for ( int i=0; i<num_iter;++i )
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{
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float t = float(i) * reci_num_iter_f;
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vec4 w = spectrum_offset( t );
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sumw += w;
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sumcol += w * texture( previous, barrelDistortion(frag_texcoord, .6 * max_distort*t ) );
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}
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gl_FragColor = sumcol / sumw;
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}
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