[orx-shapes] convert to MPP
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@@ -3,7 +3,12 @@
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// Ad[a|o]pted from shader by "noby" https://www.shadertoy.com/view/3sGSWV
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uniform sampler2D tex0;
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#ifdef OR_IN_OUT
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in vec2 v_texCoord0;
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#else
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varying vec2 v_texCoord0;
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#endif
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uniform bool useColor;// false
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uniform float time;
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@@ -15,8 +20,9 @@ uniform float grainPitch;// = 1.0;
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uniform float colorLevel;// = 1.0;
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#ifndef OR_GL_FRAGCOLOR
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out vec4 o_output;
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#endif
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// From Dave Hoskins: https://www.shadertoy.com/view/4djSRW.
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float hash(vec3 p3){
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@@ -59,7 +65,12 @@ void main() {
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// Alternatively use iTime here instead and change the grain_rate
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// parameter to correspond to frames-per-second.
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float t = time;
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#ifndef OR_GL_TEXTURE2D
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vec4 colorAlpha = texture(tex0, uv);
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#else
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vec4 colorAlpha = texture2D(tex0, uv);
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#endif
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vec3 color = colorAlpha.rgb;
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vec3 grain = vec3(0);
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@@ -86,6 +97,11 @@ void main() {
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// After this you would normally perform tone mapping,
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// apply the grain before that.
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#ifndef OR_GL_FRACOLOR
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o_output.rgb = color;
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o_output.a = 1.0;
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#else
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gl_FragColor.rgb = color;
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gl_FragColor.a = 1.0;
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#endif
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}
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