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31 lines
492 B
GLSL
31 lines
492 B
GLSL
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#version 330 core
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uniform sampler2D src_color;
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in vec2 f_pos;
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layout (std140)
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uniform u_locals {
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vec4 nul;
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};
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layout (std140)
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uniform u_globals {
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mat4 view_mat;
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mat4 proj_mat;
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vec4 cam_pos;
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vec4 focus_pos;
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vec4 view_distance;
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vec4 time_of_day;
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vec4 tick;
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};
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out vec4 tgt_color;
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void main() {
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// Uncomment to invert colors
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//tgt_color = vec4(vec3(1.0, 1.0, 1.0) - texture2D(src_color, (f_pos + 1.0) / 2.0).xyz, 1.0);
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tgt_color = texture2D(src_color, (f_pos + 1.0) / 2.0);
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}
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