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20 lines
600 B
GLSL
20 lines
600 B
GLSL
vec4 smoothfilter(in sampler2D tex, in vec2 uv, in vec2 textureResolution)
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{
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uv = uv*textureResolution + 0.5;
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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uv = iuv + (fuv*fuv)*(3.0-2.0*fuv);
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uv = uv/textureResolution - 0.5/textureResolution;
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return texture2D( tex, uv);
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}
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float shadowsmoothfilter(in sampler2DShadow tex, in vec3 uv,in float textureResolution)
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{
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uv.xy = uv.xy*textureResolution + 0.5;
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vec2 iuv = floor( uv.xy );
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vec2 fuv = fract( uv.xy );
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uv.xy = iuv + (fuv*fuv)*(3.0-2.0*fuv);
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uv.xy = uv.xy/textureResolution - 0.5/textureResolution;
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return shadow2D( tex, uv).x;
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}
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