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