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			27 lines
		
	
	
		
			690 B
		
	
	
	
		
			GLSL
		
	
			
		
		
	
	
			27 lines
		
	
	
		
			690 B
		
	
	
	
		
			GLSL
		
	
#version 120
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uniform sampler2D DiffuseSampler;
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varying vec2 texCoord;
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varying vec2 oneTexel;
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uniform vec2 InSize;
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uniform float Resolution = 4.0;
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uniform float Saturation = 1.5;
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uniform float MosaicSize = 8.0;
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void main() {
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    vec2 mosaicInSize = InSize / MosaicSize;
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    vec2 fractPix = fract(texCoord * mosaicInSize) / mosaicInSize;
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    vec4 baseTexel = texture2D(DiffuseSampler, texCoord - fractPix);
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    baseTexel = baseTexel - fract(baseTexel * Resolution) / Resolution;
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    float luma = dot(baseTexel.rgb, vec3(0.3, 0.59, 0.11));
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    vec3 chroma = (baseTexel.rgb - luma) * Saturation;
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    baseTexel = vec4(luma + chroma, baseTexel.a);
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    gl_FragColor = baseTexel;
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}
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