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Gource is cool
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16
gource/data/shaders/bloom.frag
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16
gource/data/shaders/bloom.frag
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varying vec3 pos;
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void main()
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{
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float r = fract(sin(dot(pos.xy ,vec2(11.3713,67.3219))) * 2351.3718);
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float offset = (0.5 - r) * gl_TexCoord[0].x * 0.045;
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float intensity = min(1.0, cos((length(pos*2.0)+offset)/gl_TexCoord[0].x));
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float gradient = intensity * smoothstep(0.0, 2.0, intensity);
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gradient *= smoothstep(1.0,0.67+r*0.33, 1.0-intensity);
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gl_FragColor = gl_Color * gradient;
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}
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10
gource/data/shaders/bloom.vert
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10
gource/data/shaders/bloom.vert
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varying vec3 pos;
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void main()
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{
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pos = gl_Vertex.xyz - gl_MultiTexCoord0.yzw;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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}
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9
gource/data/shaders/shadow.frag
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9
gource/data/shaders/shadow.frag
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uniform sampler2D tex;
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uniform float shadow_strength;
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void main(void)
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{
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vec4 colour = texture2D(tex,gl_TexCoord[0].st);
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gl_FragColor = vec4(0.0, 0.0, 0.0, gl_Color.w * colour.w * shadow_strength);
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}
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6
gource/data/shaders/shadow.vert
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6
gource/data/shaders/shadow.vert
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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}
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15
gource/data/shaders/text.frag
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15
gource/data/shaders/text.frag
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uniform sampler2D tex;
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uniform float shadow_strength;
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uniform float texel_size;
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void main(void)
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{
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float colour_alpha = texture2D(tex,gl_TexCoord[0].xy).w;
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float shadow_alpha = texture2D(tex,gl_TexCoord[0].xy - vec2(texel_size)).w * shadow_strength;
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float combined_alpha = 1.0 - (1.0-shadow_alpha)*(1.0-colour_alpha);
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if(combined_alpha > 0.0) colour_alpha /= combined_alpha;
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gl_FragColor = gl_Color * vec4(vec3(colour_alpha), combined_alpha);
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}
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6
gource/data/shaders/text.vert
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6
gource/data/shaders/text.vert
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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}
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