cutscene WTF
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#version 330 core
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in vec2 i_uv_out;
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out vec4 o_fragColor;
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uniform sampler2D u_texture;
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uniform vec4 u_tint;
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uniform vec3 u_color_offset;
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uniform float uIntensity;
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uniform float u_intensity;
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const int RADIUS = 4;
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float gaussianWeight(vec2 offset, float sigma)
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{
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float dist = dot(offset, offset);
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return exp(-dist / (2.0 * sigma * sigma));
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}
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void main()
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{
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float intensity = max(max(uIntensity, u_intensity), 0.0);
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vec2 texelSize = 1.0 / vec2(textureSize(u_texture, 0));
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if (intensity <= 0.001) {
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vec4 texColor = texture(u_texture, i_uv_out);
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texColor *= u_tint;
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texColor.rgb += u_color_offset;
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o_fragColor = texColor;
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return;
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}
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float sigma = max(intensity * 2.0, 0.001);
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vec4 color = vec4(0.0);
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float totalWeight = 0.0;
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for (int y = -RADIUS; y <= RADIUS; ++y) {
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for (int x = -RADIUS; x <= RADIUS; ++x) {
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vec2 kernelOffset = vec2(float(x), float(y));
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float weight = gaussianWeight(kernelOffset, sigma);
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vec2 sampleOffset = kernelOffset * texelSize * intensity;
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color += texture(u_texture, i_uv_out + sampleOffset) * weight;
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totalWeight += weight;
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}
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}
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vec4 texColor = color / totalWeight;
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texColor *= u_tint;
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texColor.rgb += u_color_offset;
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o_fragColor = texColor;
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}
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#version 330 core
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layout (location = 0) in vec2 i_position;
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layout (location = 1) in vec2 i_uv;
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out vec2 i_uv_out;
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uniform mat4 u_transform;
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void main()
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{
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i_uv_out = i_uv;
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gl_Position = u_transform * vec4(i_position, 0.0, 1.0);
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}
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