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attribute vec3 vertex; attribute vec2 uv1; uniform mat4 _mvProj; varying vec3 vColor; void main(void) { gl_Position = _mvProj * vec4(vertex, 1.0); vColor = vec3(uv1.x,uv1.y,1.0); }
#ifdef GL_ES precision highp float; #endif varying vec3 vColor; void main(void) { gl_FragColor = vec4(vColor.x, vColor.y, vColor.z, 1.0); }
attribute vec3 vertex; attribute vec2 uv1; uniform mat4 _mvProj; varying vec2 uv; void main(void) { gl_Position = _mvProj * vec4(vertex, 1.0); uv = uv1; }
#ifdef GL_ES precision highp float; #endif varying vec2 uv; uniform sampler2D tex; void main(void) { gl_FragColor = texture2D(tex,uv); }
#ifdef GL_ES precision highp float; #endif varying vec2 vUv; uniform sampler2D mainTexture; uniform float LumThresh; float luma( vec3 color ) { return 0.2126 * color.r + 0.7152 * color.g +0.0722 * color.b; } void main(void) { vec4 val = vec4(texture2D(mainTexture,vUv).xyz,1.0); float weight = clamp( luma(val.rgb) - LumThresh, 0.0, 1.0 ) * (1.0 / (1.0 - LumThresh) ); gl_FragColor = val * weight; }
attribute vec3 vertex; attribute vec2 uv1; uniform mat4 _mvProj; varying vec2 vUv; void main(void) { gl_Position = _mvProj * vec4(vertex, 1.0); vUv = uv1; }
#ifdef GL_ES precision highp float; #endif varying vec2 vUv; uniform sampler2D mainTexture; const float LumThresh = 0.75; uniform float height; void main(void) { float dy = 1.0 / height; vec4 sum = vec4(0.0); sum += texture2D(mainTexture, vUv + vec2(0.0,-dy*9.0)) * 0.016745; sum += texture2D(mainTexture, vUv + vec2(0.0,-dy*8.0)) * 0.023526; sum += texture2D(mainTexture, vUv + vec2(0.0,-dy*7.0)) * 0.031756; sum += texture2D(mainTexture, vUv + vec2(0.0,-dy*6.0)) * 0.041186; sum += texture2D(mainTexture, vUv + vec2(0.0,-dy*5.0)) * 0.051320; sum += texture2D(mainTexture, vUv + vec2(0.0,-dy*4.0)) * 0.061442; sum += texture2D(mainTexture, vUv + vec2(0.0,-dy*3.0)) * 0.070675; sum += texture2D(mainTexture, vUv + vec2(0.0,-dy*2.0)) * 0.078108; sum += texture2D(mainTexture, vUv + vec2(0.0,-dy*1.0)) * 0.082937; sum += texture2D(mainTexture, vUv) * 0.084613; sum += texture2D(mainTexture, vUv + vec2(0.0,dy*1.0)) * 0.082937; sum += texture2D(mainTexture, vUv + vec2(0.0,dy*2.0)) * 0.078108; sum += texture2D(mainTexture, vUv + vec2(0.0,dy*3.0)) * 0.070675; sum += texture2D(mainTexture, vUv + vec2(0.0,dy*4.0)) * 0.061442; sum += texture2D(mainTexture, vUv + vec2(0.0,dy*5.0)) * 0.051320; sum += texture2D(mainTexture, vUv + vec2(0.0,dy*6.0)) * 0.041186; sum += texture2D(mainTexture, vUv + vec2(0.0,dy*7.0)) * 0.031756; sum += texture2D(mainTexture, vUv + vec2(0.0,dy*8.0)) * 0.023526; sum += texture2D(mainTexture, vUv + vec2(0.0,dy*9.0)) * 0.016745; gl_FragColor = sum; }
attribute vec3 vertex; attribute vec2 uv1; uniform mat4 _mvProj; varying vec2 vUv; void main(void) { gl_Position = _mvProj * vec4(vertex, 1.0); vUv = uv1; }
#ifdef GL_ES precision highp float; #endif varying vec2 vUv; uniform sampler2D mainTexture; uniform sampler2D originTexture; const float LumThresh = 0.75; uniform float width; void main(void) { float dy = 1.0 / width; vec4 sum = vec4(0.0); sum += texture2D(mainTexture, vUv + vec2(-dy*9.0,0.0)) * 0.016745; sum += texture2D(mainTexture, vUv + vec2(-dy*8.0,0.0)) * 0.023526; sum += texture2D(mainTexture, vUv + vec2(-dy*7.0,0.0)) * 0.031756; sum += texture2D(mainTexture, vUv + vec2(-dy*6.0,0.0)) * 0.041186; sum += texture2D(mainTexture, vUv + vec2(-dy*5.0,0.0)) * 0.051320; sum += texture2D(mainTexture, vUv + vec2(-dy*4.0,0.0)) * 0.061442; sum += texture2D(mainTexture, vUv + vec2(-dy*3.0,0.0)) * 0.070675; sum += texture2D(mainTexture, vUv + vec2(-dy*2.0,0.0)) * 0.078108; sum += texture2D(mainTexture, vUv + vec2(-dy*1.0,0.0)) * 0.082937; sum += texture2D(mainTexture, vUv) * 0.084613; sum += texture2D(mainTexture, vUv + vec2(dy*1.0,0.0)) * 0.082937; sum += texture2D(mainTexture, vUv + vec2(dy*2.0,0.0)) * 0.078108; sum += texture2D(mainTexture, vUv + vec2(dy*3.0,0.0)) * 0.070675; sum += texture2D(mainTexture, vUv + vec2(dy*4.0,0.0)) * 0.061442; sum += texture2D(mainTexture, vUv + vec2(dy*5.0,0.0)) * 0.051320; sum += texture2D(mainTexture, vUv + vec2(dy*6.0,0.0)) * 0.041186; sum += texture2D(mainTexture, vUv + vec2(dy*7.0,0.0)) * 0.031756; sum += texture2D(mainTexture, vUv + vec2(dy*8.0,0.0)) * 0.023526; sum += texture2D(mainTexture, vUv + vec2(dy*9.0,0.0)) * 0.016745; gl_FragColor = sum + texture2D(originTexture, vUv); }
attribute vec3 vertex; attribute vec2 uv1; uniform mat4 _mvProj; varying vec2 vUv; void main(void) { gl_Position = _mvProj * vec4(vertex, 1.0); vUv = uv1; }