feat: blur, sharpen, sepia, noise shader hinzugefügt
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#version 300 es
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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out vec4 fragColor;
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void main() {
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float o = 0.003;
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vec4 c = vec4(0.0);
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c += texture(tex, v_texcoord + vec2(-o, -o)) * 0.0625;
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c += texture(tex, v_texcoord + vec2( 0, -o)) * 0.125;
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c += texture(tex, v_texcoord + vec2( o, -o)) * 0.0625;
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c += texture(tex, v_texcoord + vec2(-o, 0)) * 0.125;
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c += texture(tex, v_texcoord ) * 0.25;
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c += texture(tex, v_texcoord + vec2( o, 0)) * 0.125;
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c += texture(tex, v_texcoord + vec2(-o, o)) * 0.0625;
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c += texture(tex, v_texcoord + vec2( 0, o)) * 0.125;
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c += texture(tex, v_texcoord + vec2( o, o)) * 0.0625;
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fragColor = c;
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}
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#version 300 es
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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out vec4 fragColor;
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float rand(vec2 co) {
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return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
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}
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void main() {
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vec4 c = texture(tex, v_texcoord);
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float grain = rand(v_texcoord) * 0.08 - 0.04;
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c.rgb += grain;
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fragColor = clamp(c, 0.0, 1.0);
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}
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#version 300 es
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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out vec4 fragColor;
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void main() {
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vec4 c = texture(tex, v_texcoord);
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float r = dot(c.rgb, vec3(0.393, 0.769, 0.189));
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float g = dot(c.rgb, vec3(0.349, 0.686, 0.168));
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float b = dot(c.rgb, vec3(0.272, 0.534, 0.131));
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fragColor = vec4(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0), c.a);
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}
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#version 300 es
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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out vec4 fragColor;
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void main() {
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float o = 0.002;
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vec4 c = texture(tex, v_texcoord) * 5.0;
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c -= texture(tex, v_texcoord + vec2( 0, -o));
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c -= texture(tex, v_texcoord + vec2(-o, 0));
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c -= texture(tex, v_texcoord + vec2( o, 0));
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c -= texture(tex, v_texcoord + vec2( 0, o));
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fragColor = clamp(c, 0.0, 1.0);
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}
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