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Shaders: Touch up AGS-001 shader, add annoying reflection
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14
res/shaders/ags001.shader/ags001-light.fs
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14
res/shaders/ags001.shader/ags001-light.fs
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@ -0,0 +1,14 @@
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varying vec2 texCoord;
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uniform sampler2D tex;
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void main() {
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vec4 color = texture2D(tex, texCoord);
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vec4 reflection = texture2D(tex, texCoord - vec2(0, 0.025));
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vec3 bleed = vec3(0.12, 0.14, 0.19);
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vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(1.6, 1.6);
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bleed += (dot(pow(radius, vec2(4.0)), pow(radius, vec2(4.0))) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
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color.rgb += bleed;
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color.rgb += reflection.rgb * 0.07;
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color.a = 1.0;
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gl_FragColor = color;
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}
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@ -12,14 +12,10 @@ void main() {
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arrayY[0] = vec3(1.0, 1.0, 1.0);
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arrayY[1] = vec3(1.0, 1.0, 1.0);
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arrayY[2] = vec3(1.0, 1.0, 1.0);
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arrayY[3] = vec3(0.8, 0.8, 0.8);
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vec3 bleed = vec3(0.12, 0.14, 0.19);
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vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(2.0, 2.0);
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bleed += (dot(pow(radius, vec2(4.0)), pow(radius, vec2(4.0))) + vec3(0.06, 0.1, 0.2)) * vec3(0.18, 0.2, 0.32);
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color.rgb = pow(color.rgb + vec3(0.1, 0.12, 0.2), vec3(1.6, 1.6, 1.6));
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arrayY[3] = vec3(0.9, 0.9, 0.9);
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color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6));
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color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))];
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color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))];
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color.rgb += bleed;
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color.a = 0.5;
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color.a = 0.8;
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gl_FragColor = color;
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}
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@ -2,10 +2,15 @@
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name=AGS-001
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author=endrift
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description=A pristine recreation of the illumated Game Boy Advance SP
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passes=1
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passes=2
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[pass.0]
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fragmentShader=ags001.fs
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blend=1
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width=960
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height=640
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[pass.1]
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fragmentShader=ags001-light.fs
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width=960
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height=640
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