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change some gl_FragCoords to match spec doc
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@ -97,8 +97,8 @@ float noise( in vec3 x )
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void main()
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{
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// from raymarch demo
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vec2 uv = gl_FragCoord.xy / params.OutputSize.xy;
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vec2 pos = (-params.OutputSize.xy + 2.0*gl_FragCoord.xy)/ params.OutputSize.y;
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vec2 uv = vTexCoord;
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vec2 pos = (-params.OutputSize.xy + 8.0 * (vTexCoord * params.OutputSize.xy))/ params.OutputSize.y;
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float timer = params.FrameCount * 0.025;
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// distort
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5
retro/ascii.slangp
Normal file
5
retro/ascii.slangp
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@ -0,0 +1,5 @@
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shaders = 1
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shader0 = "shaders/ascii.slang"
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filter_linear0 = false
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scale_type_0 = source
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@ -45,8 +45,8 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 uv = gl_FragCoord.xy;
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vec3 col = texture(Source, floor(uv/8.0)*8.0/params.OutputSize.xy + vec2(-0.21, 0.0)).rgb;
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vec2 uv = vTexCoord * params.OutputSize.xy;
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vec3 col = texture(Source, floor(uv/8.0)*8.0/params.OutputSize.xy).rgb;
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float gray = dot(col.rgb, vec3(0.299, 0.587, 0.114));
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