02ea99129e
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
262 lines
6.4 KiB
GLSL
262 lines
6.4 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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layout(location = 4) in vec3 cube_in;
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#else
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layout(location = 4) in vec2 uv_in;
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#endif
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layout(location = 5) in vec2 uv2_in;
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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out vec3 cube_interp;
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#else
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out vec2 uv_interp;
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#endif
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out vec2 uv2_interp;
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// These definitions are here because the shader-wrapper builder does
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// not understand `#elif defined()`
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#ifdef USE_DISPLAY_TRANSFORM
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#endif
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#ifdef USE_COPY_SECTION
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uniform vec4 copy_section;
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#elif defined(USE_DISPLAY_TRANSFORM)
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uniform highp mat4 display_transform;
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#endif
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void main() {
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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cube_interp = cube_in;
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#elif defined(USE_ASYM_PANO)
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uv_interp = vertex_attrib.xy;
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#else
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uv_interp = uv_in;
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#ifdef V_FLIP
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uv_interp.y = 1.0 - uv_interp.y;
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#endif
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#endif
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uv2_interp = uv2_in;
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gl_Position = vertex_attrib;
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#ifdef USE_COPY_SECTION
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uv_interp = copy_section.xy + uv_interp * copy_section.zw;
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gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
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#elif defined(USE_DISPLAY_TRANSFORM)
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uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy;
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#endif
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}
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/* clang-format off */
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[fragment]
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#define M_PI 3.14159265359
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#if !defined(USE_GLES_OVER_GL)
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precision mediump float;
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#endif
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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in vec3 cube_interp;
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#else
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in vec2 uv_interp;
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#endif
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#ifdef USE_ASYM_PANO
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uniform highp mat4 pano_transform;
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uniform highp vec4 asym_proj;
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#endif
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// These definitions are here because the shader-wrapper builder does
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// not understand `#elif defined()`
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#ifdef USE_TEXTURE3D
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#endif
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#ifdef USE_TEXTURE2DARRAY
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#endif
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#ifdef YCBCR_TO_SRGB
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#endif
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#ifdef USE_CUBEMAP
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uniform samplerCube source_cube; //texunit:0
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#elif defined(USE_TEXTURE3D)
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uniform sampler3D source_3d; //texunit:0
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#elif defined(USE_TEXTURE2DARRAY)
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uniform sampler2DArray source_2d_array; //texunit:0
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#else
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uniform sampler2D source; //texunit:0
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#endif
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#ifdef SEP_CBCR_TEXTURE
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uniform sampler2D CbCr; //texunit:1
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#endif
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/* clang-format on */
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#if defined(USE_TEXTURE3D) || defined(USE_TEXTURE2DARRAY)
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uniform float layer;
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#endif
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#ifdef USE_MULTIPLIER
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uniform float multiplier;
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#endif
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#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
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uniform highp mat4 sky_transform;
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vec4 texturePanorama(vec3 normal, sampler2D pano) {
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vec2 st = vec2(
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atan(normal.x, normal.z),
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acos(normal.y));
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if (st.x < 0.0)
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st.x += M_PI * 2.0;
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st /= vec2(M_PI * 2.0, M_PI);
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return textureLod(pano, st, 0.0);
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}
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#endif
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uniform vec2 pixel_size;
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in vec2 uv2_interp;
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#ifdef USE_BCS
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uniform vec3 bcs;
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#endif
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#ifdef USE_COLOR_CORRECTION
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uniform sampler2D color_correction; //texunit:1
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#endif
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layout(location = 0) out vec4 frag_color;
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void main() {
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//vec4 color = color_interp;
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#ifdef USE_PANORAMA
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vec3 cube_normal = normalize(cube_interp);
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cube_normal.z = -cube_normal.z;
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cube_normal = mat3(sky_transform) * cube_normal;
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cube_normal.z = -cube_normal.z;
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vec4 color = texturePanorama(cube_normal, source);
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#elif defined(USE_ASYM_PANO)
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// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
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// Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
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// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
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vec3 cube_normal;
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cube_normal.z = -1000000.0;
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cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
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cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
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cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;
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cube_normal.z = -cube_normal.z;
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vec4 color = texturePanorama(normalize(cube_normal.xyz), source);
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#elif defined(USE_CUBEMAP)
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vec4 color = texture(source_cube, normalize(cube_interp));
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#elif defined(USE_TEXTURE3D)
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vec4 color = textureLod(source_3d, vec3(uv_interp, layer), 0.0);
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#elif defined(USE_TEXTURE2DARRAY)
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vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), 0.0);
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#elif defined(SEP_CBCR_TEXTURE)
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vec4 color;
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color.r = textureLod(source, uv_interp, 0.0).r;
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color.gb = textureLod(CbCr, uv_interp, 0.0).rg - vec2(0.5, 0.5);
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color.a = 1.0;
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#else
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vec4 color = textureLod(source, uv_interp, 0.0);
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#endif
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#ifdef LINEAR_TO_SRGB
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// regular Linear -> SRGB conversion
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vec3 a = vec3(0.055);
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color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308)));
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#elif defined(YCBCR_TO_SRGB)
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// YCbCr -> SRGB conversion
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// Using BT.709 which is the standard for HDTV
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color.rgb = mat3(
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vec3(1.00000, 1.00000, 1.00000),
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vec3(0.00000, -0.18732, 1.85560),
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vec3(1.57481, -0.46813, 0.00000)) *
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color.rgb;
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#endif
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#ifdef SRGB_TO_LINEAR
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color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
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#endif
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#ifdef DEBUG_GRADIENT
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color.rg = uv_interp;
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color.b = 0.0;
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#endif
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#ifdef DISABLE_ALPHA
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color.a = 1.0;
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#endif
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#ifdef GAUSSIAN_HORIZONTAL
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color *= 0.38774;
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color += texture(source, uv_interp + vec2(1.0, 0.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(2.0, 0.0) * pixel_size) * 0.06136;
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color += texture(source, uv_interp + vec2(-1.0, 0.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(-2.0, 0.0) * pixel_size) * 0.06136;
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#endif
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#ifdef GAUSSIAN_VERTICAL
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color *= 0.38774;
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color += texture(source, uv_interp + vec2(0.0, 1.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(0.0, 2.0) * pixel_size) * 0.06136;
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color += texture(source, uv_interp + vec2(0.0, -1.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(0.0, -2.0) * pixel_size) * 0.06136;
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#endif
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#ifdef USE_BCS
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color.rgb = mix(vec3(0.0), color.rgb, bcs.x);
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color.rgb = mix(vec3(0.5), color.rgb, bcs.y);
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color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * 0.33333), color.rgb, bcs.z);
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#endif
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#ifdef USE_COLOR_CORRECTION
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color.r = texture(color_correction, vec2(color.r, 0.0)).r;
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color.g = texture(color_correction, vec2(color.g, 0.0)).g;
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color.b = texture(color_correction, vec2(color.b, 0.0)).b;
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#endif
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#ifdef USE_MULTIPLIER
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color.rgb *= multiplier;
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#endif
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frag_color = color;
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}
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