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#version 330
in vec2 fragTexCoord;
uniform sampler2D texture0;
vec3 rgb2yiq(vec3 c){
return vec3(
(0.2989 * c.x + 0.5959 * c.y + 0.2115 * c.z),
(0.5870 * c.x - 0.2744 * c.y - 0.5229 * c.z),
(0.1140 * c.x - 0.3216 * c.y + 0.3114 * c.z)
);
}
vec3 yiq2rgb(vec3 c){
return vec3(
(1.0 * c.x + 1.0 * c.y + 1.0 * c.z),
(0.956 * c.x - 0.2720 * c.y - 1.1060 * c.z),
(0.6210 * c.x - 0.6474 * c.y + 1.7046 * c.z)
);
}
vec2 Circle(float Start, float Points, float Point){
float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start);
return vec2(-(.3+Rad), cos(Rad));
}
vec3 Blur(vec2 uv, float f, float d, sampler2D iChannel0){
vec2 PixelOffset = vec2(d, 0);
float Start = 2.0 / 14.0;
vec2 Scale = 0.66 * 3.0 * 2.0 * PixelOffset.xy;
vec3 N0 = texture(iChannel0, uv + Circle(Start, 14.0, 0.0) * Scale).rgb;
vec3 N1 = texture(iChannel0, uv + Circle(Start, 14.0, 1.0) * Scale).rgb;
vec3 N2 = texture(iChannel0, uv + Circle(Start, 14.0, 2.0) * Scale).rgb;
vec3 N3 = texture(iChannel0, uv + Circle(Start, 14.0, 3.0) * Scale).rgb;
vec3 N4 = texture(iChannel0, uv + Circle(Start, 14.0, 4.0) * Scale).rgb;
vec3 N5 = texture(iChannel0, uv + Circle(Start, 14.0, 5.0) * Scale).rgb;
vec3 N6 = texture(iChannel0, uv + Circle(Start, 14.0, 6.0) * Scale).rgb;
vec3 N7 = texture(iChannel0, uv + Circle(Start, 14.0, 7.0) * Scale).rgb;
vec3 N8 = texture(iChannel0, uv + Circle(Start, 14.0, 8.0) * Scale).rgb;
vec3 N9 = texture(iChannel0, uv + Circle(Start, 14.0, 9.0) * Scale).rgb;
vec3 N10 = texture(iChannel0, uv + Circle(Start, 14.0, 10.0) * Scale).rgb;
vec3 N11 = texture(iChannel0, uv + Circle(Start, 14.0, 11.0) * Scale).rgb;
vec3 N12 = texture(iChannel0, uv + Circle(Start, 14.0, 12.0) * Scale).rgb;
vec3 N13 = texture(iChannel0, uv + Circle(Start, 14.0, 13.0) * Scale).rgb;
vec3 N14 = texture(iChannel0, uv).rgb;
vec3 clr = N14;
float W = 1.0 / 15.0;
clr =
(N0 * W) +
(N1 * W) +
(N2 * W) +
(N3 * W) +
(N4 * W) +
(N5 * W) +
(N6 * W) +
(N7 * W) +
(N8 * W) +
(N9 * W) +
(N10 * W) +
(N11 * W) +
(N12 * W) +
(N13 * W) +
(N14 * W);
return clr;
}
out vec4 finalColor;
void main(){
vec2 uv = gl_FragCoord.xy / vec2(textureSize(texture0, 0));
vec3 color;
// Apply blur
float d = 0.051;
float c = 0.002 * d;
color.xyz = Blur(uv, 0.0, c + c * (uv.x), texture0);
float y = rgb2yiq(color.xyz).r;
uv.x += 0.01 * d;
c *= 6.0;
color.xyz = Blur(uv, 0.333, c, texture0);
float i = rgb2yiq(color.xyz).g;
uv.x += 0.005 * d;
c *= 2.50;
color.xyz = Blur(uv, 0.666, c + c * (-uv.x), texture0);
float q = rgb2yiq(color.xyz).b;
color.xyz = yiq2rgb(vec3(y, i, q));
color.xyz *= smoothstep(1.0, 0.999, uv.x - .1);
finalColor = vec4(color, 1.0);
}
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