Cleanup.
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5a89c02546
commit
94f298df86
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@ -1,3 +1,3 @@
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[default]
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KIRIN_MODVER="\cxRED STAR OF INNOCENCE\c- \cw0.1a r85 \cu(Fri 30 Sep 12:58:35 CEST 2022)\c-";
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KIRIN_SHORTVER="\cw0.1a r85 \cu(2022-09-30 12:58:35)\c-";
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KIRIN_MODVER="\cxRED STAR OF INNOCENCE\c- \cw0.1a r86 \cu(Tue 4 Oct 09:05:22 CEST 2022)\c-";
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KIRIN_SHORTVER="\cw0.1a r86 \cu(2022-10-04 09:05:22)\c-";
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@ -6,8 +6,8 @@ vec4 BilinearSample( in vec2 size, in vec2 pxsize, in vec2 pos )
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vec2 f = fract(pos*size);
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pos += (.5-f)*pxsize;
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vec4 p0q0 = texture(tex,pos);
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vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0));
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vec4 p0q1 = texture(tex,pos+vec2(0,pxsize.y));
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vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0.));
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vec4 p0q1 = texture(tex,pos+vec2(0.,pxsize.y));
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vec4 p1q1 = texture(tex,pos+vec2(pxsize.x,pxsize.y));
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vec4 pInterp_q0 = mix(p0q0,p1q0,f.x);
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vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);
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@ -16,7 +16,7 @@ vec4 BilinearSample( in vec2 size, in vec2 pxsize, in vec2 pos )
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void SetupMaterial( inout Material mat )
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{
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vec2 size = textureSize(tex,0);
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vec2 size = vec2(textureSize(tex,0));
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vec2 pxsize = vec2(1./size.x,1./size.y);
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vec2 pos = vTexCoord.st;
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pos.x -= .15*sin(pos.y*13.+timer*3.3)*clamp(.9-pos.y,0.,1.);
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@ -6,7 +6,7 @@ const float pi = 3.14159265358979323846;
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vec2 warpcoord( in vec2 uv )
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{
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vec2 offset = vec2(0,0);
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vec2 offset = vec2(0.);
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offset.x = sin(pi*2.*(uv.x*8.+timer*.5))*.01;
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offset.y += timer*.25;
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offset.x = cos(pi*2.*(uv.y*4.+timer*.5))*.01;
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@ -15,7 +15,7 @@ vec2 warpcoord( in vec2 uv )
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vec2 warpcoord2( in vec2 uv )
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{
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vec2 offset = vec2(0,0);
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vec2 offset = vec2(0.);
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offset.y = sin(pi*2.*(uv.x*4.+timer*.25))*.01;
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offset.x = cos(pi*2.*(uv.y*2.+timer*.25))*.01;
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return fract(uv+offset);
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@ -49,8 +49,8 @@ vec4 BilinearSample( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize
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vec2 f = fract(pos*size);
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pos += (.5-f)*pxsize;
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vec4 p0q0 = texture(tex,pos);
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vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0));
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vec4 p0q1 = texture(tex,pos+vec2(0,pxsize.y));
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vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0.));
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vec4 p0q1 = texture(tex,pos+vec2(0.,pxsize.y));
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vec4 p1q1 = texture(tex,pos+vec2(pxsize.x,pxsize.y));
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vec4 pInterp_q0 = mix(p0q0,p1q0,f.x);
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vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);
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@ -2,16 +2,16 @@
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void main()
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{
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vec2 bresl = textureSize(InputTexture,0);
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vec2 lresl = textureSize(basetex,0);
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vec2 bresl = vec2(textureSize(InputTexture,0));
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vec2 lresl = vec2(textureSize(basetex,0));
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float ar = bresl.x/bresl.y;
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float sar = lresl.x/lresl.y;
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vec2 uv = TexCoord-vec2(.5);
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uv.x *= ar/sar;
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uv = clamp(-uv*.75+vec2(.5),0.,1.);
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uv = clamp(-uv*.75+vec2(.5),vec2(0.),vec2(1.));
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vec3 col = texture(basetex,uv).rgb;
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float fade = clamp(2.*timer,0.,1.)-20.*pow(texture(fadetex,uv).x,.35)+2.*texture(glowtex,uv).x+timer;
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fade = clamp(fade,0.,1);
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fade = clamp(fade,0.,1.);
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fade *= .9+.2*texture(noisetex,vec2(timer*.1,.1)).x;
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vec3 res = col*fade;
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col = texture(bloomtex,uv).rgb;
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@ -4,7 +4,7 @@ void main()
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{
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vec2 p = (vec2(.5,.55)-TexCoord)*vec2(1.25,1.);
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vec4 res = texture(InputTexture,TexCoord)*8.;
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vec2 d = (p/150.);
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vec2 d = p/150.;
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float w = .35;
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vec2 s = TexCoord;
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for ( int i=0; i<64; i++ )
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@ -7,7 +7,7 @@ void main()
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vec2 uv = TexCoord.st;
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vec4 res = texture(InputTexture,uv);
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vec3 base = res.rgb;
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vec2 bresl = textureSize(InputTexture,0);
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vec2 bresl = vec2(textureSize(InputTexture,0));
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vec2 bof = 1./bresl;
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vec2 sr = vec2(1.,bof.x/bof.y)*.5;
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int rsamples, tstep = 1;
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@ -27,7 +27,7 @@ void main()
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}
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base /= tstep;
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base = pow(base,vec3(.6,.8,2.));
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vec2 lresl = textureSize(glowtex,0);
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vec2 lresl = vec2(textureSize(glowtex,0));
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float ar = bresl.x/bresl.y;
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float sar = lresl.x/lresl.y;
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uv = TexCoord-vec2(.5);
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