Configurable crosshairs added
- Unit measure appended to graph values
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect baseMap;
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uniform float brightness;
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uniform float contrast;
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uniform float saturation;
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uniform float alpha;
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uniform float red;
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uniform float green;
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uniform float blue;
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uniform float shadowIntensity;
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void main(void)
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{
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// Extract colors from baseMap
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vec4 baseColor = texture2DRect( baseMap, gl_TexCoord[0].st );
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vec3 baseColor3 = baseColor.rgb;
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// Brightness, contrast and saturation
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const float AvgLumR = 0.5;
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const float AvgLumG = 0.5;
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const float AvgLumB = 0.5;
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const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
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vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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vec3 brtColor = baseColor3 * brightness;
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vec3 intensity = vec3(dot(brtColor, LumCoeff));
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vec3 satColor = mix(intensity, brtColor, saturation);
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vec3 conColor = mix(AvgLumin, satColor, contrast);
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baseColor.rgb = conColor;
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// colour, alpha, lighting
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//vec3 normal = normalize( v_normal );
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vec3 colourVec = vec3(red, green, blue);
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baseColor.rgb *= colourVec;
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//float ndotl = max(dot(normal, v_light_dir), shadowIntensity);
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//baseColor.rgb *= ndotl;
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//baseColor.a = alpha;
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vec4 result = clamp(baseColor, 0.0, 1.0);
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//result.r += v_colour.r;
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//result.g = 1.0;
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//result += v_colour;
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//result.a = v_colour.a;
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gl_FragColor = result;
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}
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@@ -0,0 +1,8 @@
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = ftransform();
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}
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