[vertex] layout(location=0) in highp vec4 vertex_attrib; #ifdef USE_CUBEMAP layout(location=4) in vec3 cube_in; #else layout(location=4) in vec2 uv_in; #endif layout(location=5) in vec2 uv2_in; #ifdef USE_CUBEMAP out vec3 cube_interp; #else out vec2 uv_interp; #endif out vec2 uv2_interp; void main() { #ifdef USE_CUBEMAP cube_interp = cube_in; #else uv_interp = uv_in; #endif uv2_interp = uv2_in; gl_Position = vertex_attrib; } [fragment] #ifdef USE_CUBEMAP in vec3 cube_interp; uniform samplerCube source_cube; //texunit:0 #else in vec2 uv_interp; uniform sampler2D source; //texunit:0 #endif float sRGB_gamma_correct(float c){ float a = 0.055; if(c < 0.0031308) return 12.92*c; else return (1.0+a)*pow(c, 1.0/2.4) - a; } uniform float stuff; uniform vec2 pixel_size; in vec2 uv2_interp; layout(location = 0) out vec4 frag_color; void main() { //vec4 color = color_interp; #ifdef USE_CUBEMAP vec4 color = texture( source_cube, normalize(cube_interp) ); #else vec4 color = texture( source, uv_interp ); #endif #ifdef LINEAR_TO_SRGB //regular Linear -> SRGB conversion vec3 a = vec3(0.055); color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); #endif #ifdef DEBUG_GRADIENT color.rg=uv_interp; color.b=0.0; #endif #ifdef DISABLE_ALPHA color.a=1.0; #endif #ifdef GAUSSIAN_HORIZONTAL color*=0.38774; color+=texture( source, uv_interp+vec2( 1.0, 0.0)*pixel_size )*0.24477; color+=texture( source, uv_interp+vec2( 2.0, 0.0)*pixel_size )*0.06136; color+=texture( source, uv_interp+vec2(-1.0, 0.0)*pixel_size )*0.24477; color+=texture( source, uv_interp+vec2(-2.0, 0.0)*pixel_size )*0.06136; #endif #ifdef GAUSSIAN_VERTICAL color*=0.38774; color+=texture( source, uv_interp+vec2( 0.0, 1.0)*pixel_size )*0.24477; color+=texture( source, uv_interp+vec2( 0.0, 2.0)*pixel_size )*0.06136; color+=texture( source, uv_interp+vec2( 0.0,-1.0)*pixel_size )*0.24477; color+=texture( source, uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136; #endif frag_color = color; }