Added Post Processing, Improved UI a lot, Made File Explorer look nicer, Fixed up Raycast Selection, Added Placeholder Playmode Button, Added cameras, Organized Create menu in Inspector, Added outlines to selected objects, added view output for viewing cameras while in Playmode area.
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38
Resources/ThirdParty/ProcessingPostFX/shader/sobelFrag.glsl
vendored
Executable file
38
Resources/ThirdParty/ProcessingPostFX/shader/sobelFrag.glsl
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Executable file
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// Adapted from:
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// <a href="http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html" target="_blank" rel="nofollow">http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html</a>
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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#define PROCESSING_TEXTURE_SHADER
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uniform sampler2D texture;
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varying vec4 vertColor;
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varying vec4 vertTexCoord;
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uniform vec2 resolution;
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void main(void) {
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float x = 1.0 / resolution.x;
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float y = 1.0 / resolution.y;
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vec4 horizEdge = vec4( 0.0 );
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horizEdge -= texture2D( texture, vec2( vertTexCoord.x - x, vertTexCoord.y - y ) ) * 1.0;
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horizEdge -= texture2D( texture, vec2( vertTexCoord.x - x, vertTexCoord.y ) ) * 2.0;
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horizEdge -= texture2D( texture, vec2( vertTexCoord.x - x, vertTexCoord.y + y ) ) * 1.0;
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horizEdge += texture2D( texture, vec2( vertTexCoord.x + x, vertTexCoord.y - y ) ) * 1.0;
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horizEdge += texture2D( texture, vec2( vertTexCoord.x + x, vertTexCoord.y ) ) * 2.0;
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horizEdge += texture2D( texture, vec2( vertTexCoord.x + x, vertTexCoord.y + y ) ) * 1.0;
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vec4 vertEdge = vec4( 0.0 );
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vertEdge -= texture2D( texture, vec2( vertTexCoord.x - x, vertTexCoord.y - y ) ) * 1.0;
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vertEdge -= texture2D( texture, vec2( vertTexCoord.x , vertTexCoord.y - y ) ) * 2.0;
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vertEdge -= texture2D( texture, vec2( vertTexCoord.x + x, vertTexCoord.y - y ) ) * 1.0;
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vertEdge += texture2D( texture, vec2( vertTexCoord.x - x, vertTexCoord.y + y ) ) * 1.0;
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vertEdge += texture2D( texture, vec2( vertTexCoord.x , vertTexCoord.y + y ) ) * 2.0;
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vertEdge += texture2D( texture, vec2( vertTexCoord.x + x, vertTexCoord.y + y ) ) * 1.0;
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vec3 edge = sqrt((horizEdge.rgb * horizEdge.rgb) + (vertEdge.rgb * vertEdge.rgb));
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gl_FragColor = vec4(edge, texture2D(texture, vertTexCoord.xy).a);
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}
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