├── LICENSE
├── README.md
├── bezier.frag
├── bezier.geom
├── bezier.glib
├── bezier.vert
├── cloud.frag
├── cloud.glib
├── cloud.vert
├── corvallis.frag
├── corvallis.glib
├── corvallis.vert
├── edge.frag
├── edge.glib
├── edge.vert
├── image_basic.frag
├── image_basic.glib
├── image_basic.vert
├── reflect.frag
├── reflect.glib
├── reflect.vert
├── saturation.frag
├── saturation.glib
├── saturation.vert
├── shrink.frag
├── shrink.geom
├── shrink.glib
├── shrink.vert
├── simple_stretch.frag
├── simple_stretch.glib
├── simple_stretch.vert
├── sphere.frag
├── sphere.glib
├── sphere.vert
├── texture.frag
├── texture.vert
├── unknown.frag
├── unknown.glib
├── unknown.vert
├── vibrance.frag
├── vibrance.glib
├── vibrance.vert
├── white_balance.frag
├── white_balance.glib
├── white_balance.vert
├── 美白磨皮.md
└── 美白磨皮效果.png
/LICENSE:
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555 | permission to link or combine any covered work with a work licensed
556 | under version 3 of the GNU Affero General Public License into a single
557 | combined work, and to convey the resulting work. The terms of this
558 | License will continue to apply to the part which is the covered work,
559 | but the special requirements of the GNU Affero General Public License,
560 | section 13, concerning interaction through a network will apply to the
561 | combination as such.
562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 | {one line to give the program's name and a brief idea of what it does.}
635 | Copyright (C) {year} {name of author}
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | {project} Copyright (C) {year} {fullname}
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Shaders
2 | to store my shaders, using glman for quick develop
3 |
--------------------------------------------------------------------------------
/bezier.frag:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 |
3 | layout( location=0 ) out vec4 fFragColor;
4 |
5 | void main( )
6 | {
7 | fFragColor = vec4( 1., 1., 0., 1. );
8 | }
--------------------------------------------------------------------------------
/bezier.geom:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 | #extension GL_EXT_gpu_shader4: enable
3 | #extension GL_EXT_geometry_shader4: enable
4 |
5 | layout( lines_adjacency ) in;
6 | layout( line_strip, max_vertices=200 ) out;
7 |
8 | uniform int uNum;
9 |
10 | void main( )
11 | {
12 | float dt = 1. / float(uNum);
13 | float t = 0.;
14 | for( int i = 0; i <= uNum; i++ )
15 | {
16 | float omt = 1. - t;
17 | float omt2 = omt * omt;
18 | float omt3 = omt * omt2;
19 | float t2 = t * t;
20 | float t3 = t * t2;
21 |
22 | vec4 xyzw = omt3 * gl_PositionIn[0].xyzw +
23 | 3. * t * omt2 * gl_PositionIn[1].xyzw +
24 | 3. * t2 * omt * gl_PositionIn[2].xyzw +
25 | t3 * gl_PositionIn[3].xyzw;
26 |
27 | gl_Position = xyzw;
28 | EmitVertex( );
29 | t += dt;
30 | }
31 | }
--------------------------------------------------------------------------------
/bezier.glib:
--------------------------------------------------------------------------------
1 | ##OpenGL GLIB
2 |
3 | GSTAP
4 |
5 | Perspective 70
6 | LookAt 0 0 5 0 0 0 0 1 0
7 |
8 | Vertex bezier.vert
9 | Geometry bezier.geom
10 | Fragment bezier.frag
11 | Program BezierCurve uNum <2 4 50>
12 |
13 | LineWidth 4.
14 |
15 | Color [1 0 0]
16 | LinesAdjacency [0. 0. 0.] [1. 1. 1.] [2. 1. 2.] [3. -1. 0.]
--------------------------------------------------------------------------------
/bezier.vert:
--------------------------------------------------------------------------------
1 | void main( )
2 | {
3 | gl_Position = uModelViewProjectionMatrix * aVertex;
4 | }
--------------------------------------------------------------------------------
/cloud.frag:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 |
3 | in vec3 vMCposition;
4 | in float vLightIntensity;
5 |
6 | layout(location=0) out vec4 fFragColor;
7 |
8 | uniform vec4 uSkyColor;
9 | uniform vec4 uCloudColor;
10 | uniform float uBias;
11 | uniform sampler3D Noise3;
12 |
13 | void main( )
14 | {
15 | vec4 nv = texture3D( Noise3, vMCposition );
16 |
17 | float intensity = ( nv[0] + nv[1] + nv[2] + nv[3] - 1. ) / 2.;
18 |
19 | vec3 color = mix( uSkyColor.rgb, uCloudColor.rgb, clamp( uBias+intensity, 0., 1. ) ) * vLightIntensity;
20 |
21 | fFragColor = vec4(color, 1.0);
22 | }
23 |
--------------------------------------------------------------------------------
/cloud.glib:
--------------------------------------------------------------------------------
1 | ##OpenGL GLIB
2 |
3 | GSTAP
4 |
5 | Noise3D 128
6 | Perspective 70
7 | LookAt 0 3 0 0 0 0 0 0 -1
8 |
9 | Vertex cloud.vert
10 | Fragment cloud.frag
11 | Program Cloud \
12 | uSkyColor {0. 0. 0.8 1.} uCloudColor {0.8 0.8 0.8 1.} \
13 | uScale <0. .25 4.> uBias <-1. -.1 1.>
14 |
15 | Rotate -90 1 0 0
16 | Teapot
--------------------------------------------------------------------------------
/cloud.vert:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 | out float vLightIntensity;
3 | out vec3 vMCposition;
4 |
5 | uniform vec3 uLightPos;
6 | uniform float uScale;
7 |
8 | void main( )
9 | {
10 | vec3 ECposition = vec3( uModelViewMatrix * aVertex );
11 | vMCposition = uScale * vec3( aVertex );
12 | vec3 tnorm = normalize( vec3( uNormalMatrix * aNormal ) );
13 | vLightIntensity = abs( dot( normalize(uLightPos - ECposition), tnorm ) );
14 |
15 | gl_Position = uModelViewProjectionMatrix * aVertex;
16 | }
--------------------------------------------------------------------------------
/corvallis.frag:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 |
3 | in vec4 vColor;
4 |
5 | layout(location=0) out vec4 fFragColor;
6 |
7 | void
8 | main( )
9 | {
10 | fFragColor = vColor;
11 | }
--------------------------------------------------------------------------------
/corvallis.glib:
--------------------------------------------------------------------------------
1 | ##OpenGL GLIB
2 |
3 | GSTAP
4 |
5 | Ortho -1. 1. -1. 1.
6 | LookAt 0 0 1 0 0 0 0 1 0
7 |
8 |
9 | Vertex corvallis.vert
10 | Fragment corvallis.frag
11 | Program Corvallis \
12 | uXcntr 1274035. uYcntr 341253. \
13 | uScale 50000. \
14 | uPolar \
15 | uK <0.01 1. 1.> \
16 | uTransX <-.3 0. .3> uTransY <-.3 0. .3>
17 |
18 | Color 1. .5 0.
19 | Shp centerline.shp
20 | Color 1. 1. 0.
21 | Shp building.shp
22 | Color 0. 1. 0.
23 | Shp parks.shp
--------------------------------------------------------------------------------
/corvallis.vert:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 |
3 | uniform float uXcntr;
4 | uniform float uYcntr;
5 | uniform float uScale;
6 | uniform bool uPolar;
7 | uniform float uK;
8 | uniform float uTransX;
9 | uniform float uTransY;
10 |
11 | out vec4 vColor;
12 |
13 | void
14 | main( )
15 | {
16 | vColor = aColor;
17 |
18 | vec4 vertex = aVertex;
19 | vertex.xy -= vec2( uXcntr, uYcntr );
20 | vertex.xy /= uScale;
21 |
22 | vec2 pos = ( uModelViewMatrix * vertex ).xy;
23 | pos += vec2( uTransX, uTransY );
24 | float r = length( pos );
25 |
26 | vec4 pos2 = vec4( 0., 0., -5., 1. );
27 | if( uPolar )
28 | {
29 | pos2.xy = pos / ( r + uK );
30 | }
31 | else
32 | {
33 | pos2.xy = pos * inversesqrt( pos*pos + uK*uK );
34 | }
35 |
36 | gl_Position = uProjectionMatrix * pos2;
37 | }
--------------------------------------------------------------------------------
/edge.frag:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 |
3 | in vec2 vST;
4 |
5 | layout(location=0) out vec4 fFragColor;
6 |
7 | uniform float uT;
8 | uniform float uResS, uResT;
9 | uniform sampler2D uImageUnit;
10 |
11 | void main( )
12 | {
13 | vec3 irgb = texture2D( uImageUnit, vST ).rgb;
14 | //gl_FragColor = vec4(irgb, 1.0);
15 | vec4 color = vec4( 1., 0., 0., 1. );
16 |
17 | vec2 stp0 = vec2(1./uResS, 0. );
18 | vec2 st0p = vec2(0. , 1./uResT);
19 | vec2 stpp = vec2(1./uResS, 1./uResT);
20 | vec2 stpm = vec2(1./uResS, -1./uResT);
21 | float i00 = dot( texture2D( uImageUnit, vST ).rgb, vec3(0.2125,0.7154,0.0721) );
22 | float im1m1 = dot( texture2D( uImageUnit, vST -stpp ).rgb, vec3(0.2125,0.7154,0.0721) );
23 | float ip1p1 = dot( texture2D( uImageUnit, vST +stpp ).rgb, vec3(0.2125,0.7154,0.0721) );
24 | float im1p1 = dot( texture2D( uImageUnit, vST -stpm ).rgb, vec3(0.2125,0.7154,0.0721) );
25 | float ip1m1 = dot( texture2D( uImageUnit, vST +stpm ).rgb, vec3(0.2125,0.7154,0.0721) );
26 | float im10 = dot( texture2D( uImageUnit, vST -stp0 ).rgb, vec3(0.2125,0.7154,0.0721) );
27 | float ip10 = dot( texture2D( uImageUnit, vST +stp0 ).rgb, vec3(0.2125,0.7154,0.0721) );
28 | float i0m1 = dot( texture2D( uImageUnit, vST -st0p ).rgb, vec3(0.2125,0.7154,0.0721) );
29 | float i0p1 = dot( texture2D( uImageUnit, vST +st0p ).rgb, vec3(0.2125,0.7154,0.0721) );
30 | float h = -1.*im1p1 - 2.*i0p1 - 1.*ip1p1 + 1.*im1m1 + 2.*i0m1 + 1.*ip1m1;
31 | float v = -1.*im1m1 - 2.*im10 - 1.*im1p1 + 1.*ip1m1 + 2.*ip10 + 1.*ip1p1;
32 |
33 |
34 | float mag = sqrt( h*h + v*v );
35 | vec3 target = vec3( mag,mag,mag );
36 | color = vec4( mix( irgb, target, uT ), 1. );
37 |
38 | fFragColor = color;
39 | }
--------------------------------------------------------------------------------
/edge.glib:
--------------------------------------------------------------------------------
1 | ##OpenGL GLIB
2 |
3 | GSTAP
4 |
5 | Ortho -1. 1. -1. 1.
6 | LookAt 0 0 1 0 0 0 0 1 0
7 |
8 | Texture2D 5 white_balance.bmp
9 |
10 | Vertex edge.vert
11 | Fragment edge.frag
12 | Program Edge uT <0. 0. 5. > \
13 | uResS 512 uResT 512 uImageUnit 5
14 |
15 | QuadXY .2 5.
--------------------------------------------------------------------------------
/edge.vert:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 |
3 | out vec2 vST;
4 |
5 | void main( )
6 | {
7 | vST = aTexCoord0.st;
8 | gl_Position = uModelViewProjectionMatrix * aVertex;
9 | }
--------------------------------------------------------------------------------
/image_basic.frag:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 |
3 | uniform sampler2D uImageUnit, uBeforeUnit, uAfterUnit;
4 | uniform float uAngle;
5 | uniform float uT;
6 | uniform float uResS, uResT;
7 |
8 | in vec2 vST;
9 |
10 | const float PI = 3.1415926;
11 | const float PI_OVER_4 = PI/4.0;
12 | const float SIN_PI_OVER_4 = 0.707;
13 |
14 | void main()
15 | {
16 | vec3 irgb = texture2D(uImageUnit, vST).rgb;
17 | vec3 brgb = texture2D(uBeforeUnit, vST).rgb;
18 | vec3 argb = texture2D(uAfterUnit, vST).rgb;
19 | vec4 color = vec4(1.0,0.,0.,1.);
20 |
21 | #define EMBOSS
22 | #define EMBOSS_SIMPLE
23 |
24 | #ifdef NEGATIVE
25 | color.rgb = vec3(1.,1.,1.) - irgb;
26 | #endif
27 |
28 | #ifdef BRIGHTNESS
29 | vec3 target = vec3(0.,0.,0.);
30 | color = vec4(mix(target,irgb,uT),1.0);
31 | #endif
32 |
33 | #ifdef CONTRAST
34 | vec3 target = vec3(0.5, 0.5, 0.5);
35 | color = vec4(mix(target, irgb, uT), 1.0);
36 | #endif
37 |
38 | #ifdef SATURATION
39 | float lum = dot(irgb, vec3(0.2125, 0.7154, 0.0721));
40 | vec3 target = vec3(lum, lum, lum);
41 | color = vec4(mix(target, irgb, uT), 1.);
42 | #endif
43 |
44 | #ifdef DIFFERENCE
45 | vec3 target = abs(argb - brgb);
46 | if(uT <= 1.)
47 | color = vec4(mix(argb, brgb, uT), 1.);
48 | else
49 | color = vec4(mix(brgb, target, uT-1.), 1.);
50 | #endif
51 |
52 | #ifdef DISSOLVE
53 | color = vec4(mix(argb, brgb, uT), 1.);
54 | #endif
55 |
56 | #ifdef SHARPNESS
57 | vec2 stp0 = vec2(1./uResS, 0.);
58 | vec2 st0p = vec2(0., 1./uResT);
59 | vec2 stpp = vec2(1./uResS, 1./uResT);
60 | vec2 stpm = vec2(1./uResS, -1./uResT);
61 | vec3 i00 = texture2D(uImageUnit, vST).rgb;
62 | vec3 im1m1 = texture2D(uImageUnit, vST - stpp).rgb;
63 | vec3 ip1p1 = texture2D(uImageUnit, vST + stpp).rgb;
64 | vec3 im1p1 = texture2D(uImageUnit, vST - stpm).rgb;
65 | vec3 ip1m1 = texture2D(uImageUnit, vST + stpm).rgb;
66 | vec3 im10 = texture2D(uImageUnit, vST - stp0).rgb;
67 | vec3 ip10 = texture2D(uImageUnit, vST + stp0).rgb;
68 | vec3 i0m1 = texture2D(uImageUnit, vST - st0p).rgb;
69 | vec3 i1m0 = texture2D(uImageUnit, vST + st0p).rgb;
70 | vec3 target = vec3(0.,0.,0.);
71 | target += 1.*(im1p1+ip1p1+im1p1+ip1m1);
72 | target += 2.*(im10+ip10+i0m1+i1m0);
73 | target += 4.*i00;
74 | target /= 16.;
75 | color = vec4(mix(target, irgb, uT), 1.);
76 | #endif
77 |
78 | #ifdef EDGE
79 | // sobel
80 | vec2 stp0 = vec2(1./uResS, 0.);
81 | vec2 st0p = vec2(0., 1./uResT);
82 | vec2 stpp = vec2(1./uResS, 1./uResT);
83 | vec2 stpm = vec2(1./uResS, -1./uResT);
84 | vec3 rgb2gray = vec3(0.2125, 0.7154, 0.0721);
85 | float i00 = dot(texture2D(uImageUnit, vST).rgb, rgb2gray);
86 | float im1m1 = dot(texture2D(uImageUnit, vST-stpp).rgb, rgb2gray);
87 | float ip1p1 = dot(texture2D(uImageUnit, vST+stpp).rgb, rgb2gray);
88 | float im1p1 = dot(texture2D(uImageUnit, vST-stpm).rgb, rgb2gray);
89 | float ip1m1 = dot(texture2D(uImageUnit, vST+stpm).rgb, rgb2gray);
90 | float im10 = dot(texture2D(uImageUnit, vST-stp0).rgb, rgb2gray);
91 | float ip10 = dot(texture2D(uImageUnit, vST+stp0).rgb, rgb2gray);
92 | float i0m1 = dot(texture2D(uImageUnit, vST-st0p).rgb, rgb2gray);
93 | float i0p1 = dot(texture2D(uImageUnit, vST+st0p).rgb, rgb2gray);
94 | float h = -1.*im1p1 - 2.*i0p1 -1.*ip1p1 + 1.*im1m1 + 2.*i0m1 + 1.*ip1m1;
95 | float v = -1.*im1m1 - 2.*im10 -1.*im1p1 + 1.*ip1m1 + 2.*ip10 + 1.*ip1p1;
96 |
97 | float mag = sqrt(h*h+v*v);
98 | vec3 target = vec3(mag, mag, mag);
99 | color = vec4(mix(irgb, target, uT), 1.);
100 | #endif
101 |
102 | #ifdef CHROMAKEY
103 | float r = irgb.r;
104 | float g = irgb.g;
105 | float b = irgb.b;
106 | color = vec4(irgb, 1.);
107 | float rlimit = uT;
108 | float glimit = uT;
109 | float blimit = 1.-uT;
110 | if(r<=rlimit && g<=glimit && b<=blimit)
111 | color = vec4(brgb, 1.);
112 | #endif
113 |
114 | #ifdef EMBOSS
115 | vec2 stp0 = vec2(1./uResS, 0);
116 | vec2 st0p = vec2(0, 1./uResT);
117 | vec2 stpp = vec2(1./uResS, 1./uResT);
118 | vec2 stpm = vec2(1./uResS, -1./uResT);
119 |
120 | vec3 c00 = texture2D(uImageUnit, vST).rgb;
121 | vec3 cm1m1 = texture2D(uImageUnit, vST-stpp).rgb;
122 | vec3 cp1p1 = texture2D(uImageUnit, vST+stpp).rgb;
123 | vec3 cm1p1 = texture2D(uImageUnit, vST-stpm).rgb;
124 | vec3 cp1m1 = texture2D(uImageUnit, vST+stpm).rgb;
125 | vec3 cm10 = texture2D(uImageUnit, vST-stp0).rgb;
126 | vec3 cp10 = texture2D(uImageUnit, vST+stp0).rgb;
127 | vec3 c0m1 = texture2D(uImageUnit, vST-st0p).rgb;
128 | vec3 c0p1 = texture2D(uImageUnit, vST+st0p).rgb;
129 |
130 | float uAngr = uAngle*(PI/180.);
131 |
132 | vec3 diffs;
133 | #ifdef EMBOSS_SIMPLE
134 | diffs = c00 - cp1p1;
135 | float max = diffs.r;
136 | if(abs(diffs.g) > abs(max)) max = diffs.g;
137 | if(abs(diffs.b) > abs(max)) max = diffs.b;
138 |
139 | float gray = clamp(max+.4, 0., 1.);
140 | color = vec4(gray, gray, gray, 1.);
141 | #else
142 | #endif
143 |
144 | #endif
145 |
146 | gl_FragColor = color;
147 | }
--------------------------------------------------------------------------------
/image_basic.glib:
--------------------------------------------------------------------------------
1 | ##OpenGL GLIB
2 |
3 | GSTAP
4 |
5 | Ortho -1. 1. -1. 1.
6 | LookAt 0 0 1 0 0 0 0 1 0
7 |
8 | Texture2D 5 image.bmp
9 | Texture2D 6 before.bmp
10 | Texture2D 7 after.bmp
11 |
12 | Vertex image_basic.vert
13 | Fragment image_basic.frag
14 | Program Image uAngle <0. 45. 360.> \
15 | uT <0. 0. 5.> \
16 | uResS 512 uResT 512 \
17 | uImageUnit 5 uBeforeUnit 6 uAfterUnit 7
18 |
19 | QuadXY 0 1
--------------------------------------------------------------------------------
/image_basic.vert:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 |
3 | out vec2 vST;
4 |
5 | void main()
6 | {
7 | vST = aTexCoord0.st;
8 | gl_Position = uModelViewProjectionMatrix * aVertex;
9 | }
--------------------------------------------------------------------------------
/reflect.frag:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 |
3 | in vec3 vReflectVector;
4 |
5 | uniform samplerCube uReflectUnit;
6 |
7 | void main()
8 | {
9 | gl_FragColor = textureCube(uReflectUnit, vReflectVector);
10 | }
--------------------------------------------------------------------------------
/reflect.glib:
--------------------------------------------------------------------------------
1 | ##OpenGL GLIB
2 |
3 | GSTAP
4 |
5 | Perspective 70
6 | Lookat 0 0 3 0 0 0 0 1 0
7 |
8 | Vertex texture.vert
9 | Fragment texture.frag
10 | Program Texture uTexUnit 6
11 |
12 | Texture2D 6 nvposx.bmp
13 | QuadYZ 5. 5. 10 10
14 | Texture2D 6 nvnegx.bmp
15 | QuadYZ -5. 5. 10 10
16 | Texture2D 6 nvposy.bmp
17 | QuadXZ 5. 5. 10 10
18 | Texture2D 6 nvnegy.bmp
19 | QuadXZ -5. 5. 10 10
20 | Texture2D 6 nvposz.bmp
21 | QuadXY 5. 5. 10 10
22 | Texture2D 6 nvnegz.bmp
23 | QuadXY -5. 5. 10 10
24 |
25 |
26 | CubeMap 6 nvposx.bmp nvnegx.bmp nvposy.bmp nvnegy.bmp nvposz.bmp nvnegz.bmp
27 |
28 | Vertex reflect.vert
29 | Fragment reflect.frag
30 | Program Reflect uReflectUnit 6
31 |
--------------------------------------------------------------------------------
/reflect.vert:
--------------------------------------------------------------------------------
1 | #version 330 compatibility
2 |
3 | out vec3 vReflectVector;
4 |
5 | const vec3 LIGHTPOS = vec3(5., 10., 10.);
6 |
7 | void main()
8 | {
9 | vec3 ECposition = vec3(uModelViewMatrix * aVertex);
10 |
11 | vec3 eyeDir = ECposition; //from eye to point
12 | vec3 normal = normalize(uNormalMatrix * aNormal);
13 | vReflectVector = reflect(eyeDir, normal);
14 |
15 | gl_Position = uModelViewProjectionMatrix * aVertex;
16 | }
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/saturation.frag:
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1 | #version 330 compatibility
2 |
3 | uniform sampler2D uImageUnit;
4 | uniform float uT;
5 |
6 | varying vec2 vST;
7 |
8 | const vec3 w = vec3(0.2125, 0.7154, 0.0721);
9 |
10 | void main()
11 | {
12 | vec3 rgb = texture(uImageUnit, vST).rgb;
13 | float luminance = dot(rgb, w);
14 | vec3 target = vec3(luminance, luminance, luminance);
15 | gl_FragColor = vec4(mix(target, rgb, uT),1.0);
16 | }
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/saturation.glib:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/UsingtcNower/Shaders/8630197a2d8c4d10a52bee12842e73e2cc82f572/saturation.glib
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/saturation.vert:
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1 | #version 330 compatibility
2 |
3 | out vec2 vST;
4 |
5 | void main()
6 | {
7 | vST = aTexCoord0.st;
8 | gl_Position = uModelViewProjectionMatrix * aVertex;
9 | }
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/shrink.frag:
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1 | #version 330
2 |
3 | in float gLightIntensity;
4 |
5 | layout(location=0) out vec4 fFragColor;
6 |
7 | const vec3 COLOR = vec3(1., .5, 0.);
8 |
9 | void main()
10 | {
11 | fFragColor = vec4(gLightIntensity * COLOR, 1.);
12 | }
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/shrink.geom:
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1 | #version 330 compatibility
2 | #extension GL_EXT_gpu_shader4: enable
3 | #extension GL_EXT_geometry_shader4: enable
4 |
5 | layout(triangles) in;
6 | layout(triangle_strip, max_vertices=200) out;
7 |
8 | uniform float uShrink;
9 |
10 | in vec3 vNormal[3];
11 |
12 | out float gLightIntensity;
13 |
14 | const vec3 LIGHTPOS = vec3(0.0, 10., 0.);
15 |
16 | vec3 V[3];
17 | vec3 CG;
18 |
19 | void produceVertex(int v)
20 | {
21 | gLightIntensity = abs(dot(normalize(LIGHTPOS - V[v]), vNormal[v]));
22 |
23 | gl_Position = uProjectionMatrix * vec4(CG + uShrink*(V[v]-CG), 1.);
24 | EmitVertex();
25 | }
26 |
27 | void main()
28 | {
29 | V[0] = gl_PositionIn[0].xyz;
30 | V[1] = gl_PositionIn[1].xyz;
31 | V[2] = gl_PositionIn[2].xyz;
32 |
33 | CG = (V[0]+V[1]+V[2])/3;
34 |
35 | produceVertex(0);
36 | produceVertex(1);
37 | produceVertex(2);
38 | }
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/shrink.glib:
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1 | ##OpenGL GLIB
2 |
3 | GSTAP
4 |
5 | Perspective 70
6 | LookAt 0 0 8 0 0 0 0 1 0
7 |
8 | Vertex shrink.vert
9 | Fragment shrink.frag
10 | Geometry shrink.geom
11 | Program Shrink uShrink <-2. 1. 1.>
12 |
13 | Color 1. .5 0.
14 | Obj cow.obj
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/shrink.vert:
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1 | #version 330 compatibility
2 |
3 | out vec3 vNormal;
4 |
5 | void main()
6 | {
7 | vNormal = normalize(uNormalMatrix * aNormal);
8 | gl_Position = uModelViewMatrix * aVertex;
9 | }
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/simple_stretch.frag:
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1 |
2 | in vec2 vST;
3 | uniform sampler2D uImageUnit;
4 | uniform float uScale;
5 |
6 | void main()
7 | {
8 | vec2 pout;
9 | if(vST.t<0.9 && vST.t>0.1) {
10 | pout.s = vST.s;
11 | pout.t = 0.9 - (0.9-vST.t)/uScale;
12 | vec4 rgb = texture2D(uImageUnit, pout);
13 | gl_FragColor = rgb;
14 | } else {
15 | gl_FragColor = texture2D(uImageUnit, vST);
16 | }
17 | }
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/simple_stretch.glib:
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1 | #version 330 compatibility
2 |
3 | GSTAP
4 |
5 | Ortho -1 1 -1 1
6 | LookAt 0 0 1 0 0 0 0 1 0
7 |
8 | Vertex simple_stretch.vert
9 | Fragment simple_stretch.frag
10 |
11 | Texture2D 5 white_balance.bmp
12 |
13 | Program Stretch uImageUnit 5 uScale <0.01 1 2.0>
14 |
15 | QuadXY 0.1 1.0
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/simple_stretch.vert:
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1 |
2 | out vec2 vST;
3 |
4 | void main()
5 | {
6 | vST = aTexCoord0.st;
7 | gl_Position = uModelViewProjectionMatrix * aVertex;
8 | }
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/sphere.frag:
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1 | in vec3 vColor;
2 | in float vLightIntensity;
3 |
4 | void main()
5 | {
6 | gl_FragColor = vec4(vColor*vLightIntensity,1);
7 | }
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/sphere.glib:
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1 | ##OpenGL GLIB
2 |
3 | GSTAP
4 |
5 | Perspective 70
6 | LookAt 0 0 1 0 0 0 0 1 0
7 |
8 | Vertex sphere.vert
9 | Fragment sphere.frag
10 |
11 | Color 1 0.5 0
12 | Sphere 0.4 60.0 60.0
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/sphere.vert:
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1 | const vec3 LIGHTPOS = vec3(10., 10., 10.);
2 |
3 | out vec3 vColor;
4 | out vec3 vMCposition;
5 | out float vLightIntensity;
6 |
7 | void main()
8 | {
9 | vec3 transNorm = normalize(uNormalMatrix * aNormal);
10 | vec3 ECposition = vec3(uModelViewMatrix * aVertex);
11 | vLightIntensity = dot(normalize(LIGHTPOS-ECposition),transNorm);
12 | vLightIntensity = clamp(.3+abs(vLightIntensity),0,1);
13 |
14 | vColor = aColor;
15 | vMCposition = aVertex.xyz;
16 | gl_Position = uModelViewProjectionMatrix * aVertex;
17 | }
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/texture.frag:
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1 | uniform sampler2D uTexUnit;
2 | in vec2 vST;
3 |
4 | void main()
5 | {
6 | gl_FragColor = texture2D(uTexUnit, vST);
7 | }
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/texture.vert:
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1 | out vec2 vST;
2 |
3 | void main()
4 | {
5 | vST = aTexCoord0.st;
6 | gl_Position = uModelViewProjectionMatrix * aVertex;
7 | }
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/unknown.frag:
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1 | uniform sampler2D tex0;
2 | uniform sampler2D tex1;
3 | in vec2 vST;
4 |
5 | void main()
6 | {
7 | vec4 src = texture2D(tex0, vST);
8 | gl_FragColor = vec4( texture2D(tex1, vec2(src.r, 0.0)).r, texture2D(tex1, vec2(src.g, 0.0)).g, texture2D(tex1, vec2(src.b, 0.0)).b, src.a);
9 | }
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/unknown.glib:
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1 | #version 330 compatibility
2 |
3 | GSTAP
4 |
5 | Ortho -1 1 -1 1
6 | LookAt 0 0 1 0 0 0 0 1 0
7 |
8 | Vertex unknown.vert
9 | Fragment unknown.frag
10 |
11 | Texture2D 4 image.bmp
12 | Texture2D 5 white_balance.bmp
13 |
14 | Program Stretch tex0 4 tex1 5
15 |
16 | QuadXY 0.1 1.0
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/unknown.vert:
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1 | out vec2 vST;
2 |
3 | void main()
4 | {
5 | vST = aTexCoord0.st;
6 | gl_Position = uModelViewProjectionMatrix * aVertex;
7 | }
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/vibrance.frag:
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1 |
2 | in vec2 vST;
3 | uniform sampler2D uImageUnit;
4 | uniform float uVibrance;
5 |
6 | void main()
7 | {
8 | vec3 irgb = texture2D(uImageUnit, vST).rgb;
9 | float avg = (irgb.r+irgb.g+irgb.b)/3.0;
10 | float max_ = max(irgb.r, max(irgb.g, irgb.b));
11 | float a = (max_ - avg)*(-uVibrance*3.);
12 | gl_FragColor = vec4(mix(irgb, vec3(max_), a),1.);
13 | }
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/vibrance.glib:
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1 | #version 330 compatibility
2 |
3 | GSTAP
4 |
5 | Ortho -1 1 -1 1
6 | LookAt 0 0 1 0 0 0 0 1 0
7 |
8 | Vertex vibrance.vert
9 | Fragment vibrance.frag
10 |
11 | Texture2D 5 white_balance.bmp
12 |
13 | Program Vibrance uVibrance <.0 .0 1.0> uImageUnit 5
14 |
15 | QuadXY 0.1 1.0
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/vibrance.vert:
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1 |
2 | out vec2 vST;
3 |
4 | void main()
5 | {
6 | vST = aTexCoord0.st;
7 | gl_Position = uModelViewProjectionMatrix * aVertex;
8 | }
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/white_balance.frag:
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1 | #version 330 compatibility
2 |
3 | uniform sampler2D uImageUnit;
4 | varying vec2 vST;
5 |
6 | uniform lowp float uTemperature;
7 | uniform lowp float uTint;
8 |
9 | const lowp vec3 warmFilter = vec3(0.93, 0.54, 0.0);
10 |
11 |
12 | const mediump mat3 RGBToYIQ = mat3(0.299, 0.587, 0.114, 0.596, -0.274, -0.322, 0.211, -0.523, 0.312);
13 | const mediump mat3 YIQToRGB = mat3(1.0, 0.956, 0.621, 1.0, -0.272, -0.647, 1.0, -1.105, 1.702);
14 |
15 | void main()
16 | {
17 | lowp float temperature;
18 | lowp float tint;
19 | if(uTemperature<5000) {
20 | temperature=0.0004*(uTemperature-5000);
21 | } else {
22 | temperature=0.0006*(uTemperature-5000);
23 | }
24 | tint = uTint/100.0;
25 | lowp vec4 source = texture2D(uImageUnit, vST);
26 | gl_FragColor = source;
27 | mediump vec3 yiq = RGBToYIQ * source.rgb;
28 | yiq.b = clamp(yiq.b + tint*0.5226*0.1, -0.5226, 0.5226);
29 | lowp vec3 rgb = YIQToRGB * yiq.rgb;
30 |
31 | lowp vec3 processed = vec3(
32 | (rgb.r<0.5? (2.0*rgb.r*warmFilter.r):(1.0-2.0*(1.0-rgb.r)*(1.0-warmFilter.r))),
33 | (rgb.g<0.5? (2.0*rgb.g*warmFilter.g):(1.0-2.0*(1.0-rgb.g)*(1.0-warmFilter.g))),
34 | (rgb.b<0.5? (2.0*rgb.b*warmFilter.b):(1.0-2.0*(1.0-rgb.b)*(1.0-warmFilter.b))));
35 |
36 | gl_FragColor = vec4(mix(rgb, processed, temperature), source.a);
37 | }
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/white_balance.glib:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/UsingtcNower/Shaders/8630197a2d8c4d10a52bee12842e73e2cc82f572/white_balance.glib
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/white_balance.vert:
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1 | #version 330 compatibility
2 |
3 | out vec2 vST;
4 |
5 | void main()
6 | {
7 | vST = aTexCoord0.st;
8 | gl_Position = uModelViewProjectionMatrix * aVertex;
9 | }
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/美白磨皮.md:
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1 | #美白磨皮
2 | 
3 |
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/美白磨皮效果.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/UsingtcNower/Shaders/8630197a2d8c4d10a52bee12842e73e2cc82f572/美白磨皮效果.png
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