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https://github.com/curioustorvald/Terrarum.git
synced 2026-06-10 02:24:05 +09:00
still broken, still renders
because im going to break it once again See my comment in PostProcessor.kt
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@@ -11,17 +11,17 @@ uniform sampler2D u_texture;
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uniform vec2 resolution;
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uniform vec3 phosphor_colour = vec3(1.3, 0.8567, 0.0);
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vec3 scanline_darkening = vec3(0.45, 0.45, 0.45);
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vec3 scanline_darkening = vec3(0.66, 0.66, 0.66);
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// 0: every odd line will get darkened; 1: every even line will get darkened
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uniform float alternative_scanline = 0.0; // 1.0: true
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uniform float blur_blend = 0.3;
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uniform float blur_blend = 0.8;
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void main(void) {
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vec3 color = texture2D(u_texture, v_texCoords).rgb;
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vec3 color_pre = texture2D(u_texture, (gl_FragCoord + vec2(-1.0, 0.0)) / resolution).rgb;
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vec3 color_next = texture2D(u_texture, (gl_FragCoord + vec2( 1.0, 0.0)) / resolution).rgb;
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vec4 color = texture2D(u_texture, v_texCoords).rgba;
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vec4 color_pre = texture2D(u_texture, (v_texCoords + (vec2(-2.0, 0.0) / resolution))).rgba;
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vec4 color_next = texture2D(u_texture, (v_texCoords + (vec2( 2.0, 0.0) / resolution))).rgba;
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color = color * (1.0 - blur_blend) + color_pre * (blur_blend / 2.0) + color_next * (blur_blend / 2.0);
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@@ -34,11 +34,12 @@ void main(void) {
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) / 8.0;
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// out colour
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color = vec3(color_luminosity) * phosphor_colour;
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vec3 out_color = vec3(color_luminosity) * phosphor_colour;
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if (is_scanline) {
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color = color * scanline_darkening;
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out_color = out_color * scanline_darkening;
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}
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gl_FragColor = vec4(color, 1.0);
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gl_FragColor = vec4(out_color, 0.5);
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}
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