Constant changes
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0b0496d766
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71d75f2aa7
@ -32,8 +32,8 @@ int make_mb1() {
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if(!v) return 0;
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struct k3GLSLF *f = !k3IsCore ? k3ShaderGLSLF(
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"#define THRESHOLD 0.7" "\n"
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"#define FACTOR 0.08" "\n"
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"#define THRESHOLD 0.6" "\n"
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"#define FACTOR 0.07" "\n"
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"uniform sampler2D u_tex;" "\n"
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"varying vec2 v_uv;" "\n"
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"vec3 get_col(vec2 uv) {" "\n"
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@ -57,8 +57,8 @@ int make_mb1() {
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"}" "\n"
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, NULL) : k3ShaderGLSLF(
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"#version 330\n"
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"#define THRESHOLD 0.7" "\n"
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"#define FACTOR 0.08" "\n"
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"#define THRESHOLD 0.6" "\n"
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"#define FACTOR 0.07" "\n"
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"uniform sampler2D u_tex;" "\n"
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"in vec2 v_uv;" "\n"
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"out vec4 fragcolor;" "\n"
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@ -122,15 +122,15 @@ int make_mb2() {
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"}" "\n"
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"void main() {" "\n"
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" vec3 c = vec3(0);" "\n"
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" c += 0.0020 * get_col(v_uv + vec2(0, -4.0 / 512.0));" "\n"
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" c += 0.0060 * get_col(v_uv + vec2(0, -3.0 / 512.0));" "\n"
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" c += 0.0606 * get_col(v_uv + vec2(0, -2.0 / 512.0));" "\n"
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" c += 0.2417 * get_col(v_uv + vec2(0, -1.0 / 512.0));" "\n"
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" c += 0.3829 * get_col(v_uv + vec2(0, +0.0 / 512.0));" "\n"
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" c += 0.2417 * get_col(v_uv + vec2(0, +1.0 / 512.0));" "\n"
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" c += 0.0606 * get_col(v_uv + vec2(0, +2.0 / 512.0));" "\n"
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" c += 0.0060 * get_col(v_uv + vec2(0, +3.0 / 512.0));" "\n"
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" c += 0.0020 * get_col(v_uv + vec2(0, +4.0 / 512.0));" "\n"
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" c += 0.0020 * get_col(v_uv + vec2(0, -4.0 / 256.0));" "\n"
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" c += 0.0060 * get_col(v_uv + vec2(0, -3.0 / 256.0));" "\n"
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" c += 0.0606 * get_col(v_uv + vec2(0, -2.0 / 256.0));" "\n"
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" c += 0.2417 * get_col(v_uv + vec2(0, -1.0 / 256.0));" "\n"
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" c += 0.3829 * get_col(v_uv + vec2(0, +0.0 / 256.0));" "\n"
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" c += 0.2417 * get_col(v_uv + vec2(0, +1.0 / 256.0));" "\n"
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" c += 0.0606 * get_col(v_uv + vec2(0, +2.0 / 256.0));" "\n"
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" c += 0.0060 * get_col(v_uv + vec2(0, +3.0 / 256.0));" "\n"
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" c += 0.0020 * get_col(v_uv + vec2(0, +4.0 / 256.0));" "\n"
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" gl_FragColor = vec4(c, 1);" "\n"
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"}" "\n"
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, NULL) : k3ShaderGLSLF(
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@ -144,15 +144,15 @@ int make_mb2() {
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"}" "\n"
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"void main() {" "\n"
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" vec3 c = vec3(0);" "\n"
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" c += 0.0020 * get_col(v_uv + vec2(0, -4.0 / 512.0));" "\n"
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" c += 0.0060 * get_col(v_uv + vec2(0, -3.0 / 512.0));" "\n"
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" c += 0.0606 * get_col(v_uv + vec2(0, -2.0 / 512.0));" "\n"
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" c += 0.2417 * get_col(v_uv + vec2(0, -1.0 / 512.0));" "\n"
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" c += 0.3829 * get_col(v_uv + vec2(0, +0.0 / 512.0));" "\n"
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" c += 0.2417 * get_col(v_uv + vec2(0, +1.0 / 512.0));" "\n"
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" c += 0.0606 * get_col(v_uv + vec2(0, +2.0 / 512.0));" "\n"
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" c += 0.0060 * get_col(v_uv + vec2(0, +3.0 / 512.0));" "\n"
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" c += 0.0020 * get_col(v_uv + vec2(0, +4.0 / 512.0));" "\n"
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" c += 0.0020 * get_col(v_uv + vec2(0, -4.0 / 256.0));" "\n"
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" c += 0.0060 * get_col(v_uv + vec2(0, -3.0 / 256.0));" "\n"
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" c += 0.0606 * get_col(v_uv + vec2(0, -2.0 / 256.0));" "\n"
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" c += 0.2417 * get_col(v_uv + vec2(0, -1.0 / 256.0));" "\n"
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" c += 0.3829 * get_col(v_uv + vec2(0, +0.0 / 256.0));" "\n"
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" c += 0.2417 * get_col(v_uv + vec2(0, +1.0 / 256.0));" "\n"
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" c += 0.0606 * get_col(v_uv + vec2(0, +2.0 / 256.0));" "\n"
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" c += 0.0060 * get_col(v_uv + vec2(0, +3.0 / 256.0));" "\n"
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" c += 0.0020 * get_col(v_uv + vec2(0, +4.0 / 256.0));" "\n"
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" fragcolor = vec4(c, 1);" "\n"
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"}" "\n"
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, NULL);
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@ -237,7 +237,7 @@ int make_tonemapper() {
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"}" "\n"
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"vec3 get_col(vec2 uv) {" "\n"
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" vec3 col = texture2D(u_tex, uv).rgb;" "\n"
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" col = toner(col, 0.80, 1.5);" "\n"
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" col = toner(col, 0.80, 1.0);" "\n"
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" return col;" "\n"
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"}" "\n"
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"void main() {" "\n"
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