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Clean GLSL fragment shader out.
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parent
87f34e3c4f
commit
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135 changed files with 451 additions and 239 deletions
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@ -34,6 +34,8 @@ uniform sampler2D edgesMap;
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uniform sampler2D edgesMapL;
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uniform sampler2D areaMap;
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out vec4 OUT_col;
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#include "./functions.glsl"
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@ -77,5 +79,5 @@ void main()
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areas.ba = Area(abs(d), e1, e2);
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}
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OUT_FragColor0 = areas;
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OUT_col = areas;
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}
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@ -39,6 +39,8 @@ uniform float depthThreshold;
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in vec2 texcoord;
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in vec4 offset[2];
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out vec4 OUT_col;
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void main()
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{
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// Luma calculation requires gamma-corrected colors (texture 'colorMapG').
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@ -70,5 +72,5 @@ void main()
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if (dot(edges, vec4(1.0)) == 0.0)
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discard;
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OUT_FragColor0 = edges;
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OUT_col = edges;
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}
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@ -40,6 +40,7 @@ uniform sampler2D areaMap;
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uniform sampler2D edgesMapL;
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#include "./functions.glsl"
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out vec4 OUT_col;
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void main()
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{
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@ -83,5 +84,5 @@ void main()
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#endif
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// Normalize the resulting color and we are finished!
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OUT_FragColor0 = color / sum;
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OUT_col = color / sum;
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}
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