different glow shader test?
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97faafa327
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@ -1,37 +1,42 @@
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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precision mediump float;
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#else
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#define LOWP
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#define LOWP
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#endif
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varying LOWP vec4 vColor;
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varying vec2 vTexCoord;
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uniform sampler2D u_texture;
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uniform float resolution;
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uniform float radius;
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uniform vec2 dir;
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void main() {
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void main()
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{
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vec4 sum = vec4(0);
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vec2 texcoord = vTexCoord;
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int j;
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int i;
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vec4 sum = vec4(0.0);
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vec2 tc = vTexCoord;
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float blur = radius/resolution;
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float hstep = dir.x;
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float vstep = dir.y;
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sum += texture2D(u_texture, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.05;
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sum += texture2D(u_texture, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.09;
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sum += texture2D(u_texture, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.12;
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sum += texture2D(u_texture, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.15;
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sum += texture2D(u_texture, vec2(tc.x, tc.y)) * 0.16;
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sum += texture2D(u_texture, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.15;
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sum += texture2D(u_texture, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.12;
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sum += texture2D(u_texture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.09;
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sum += texture2D(u_texture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.05;
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gl_FragColor = vColor * vec4(sum.rgb, 1.0);
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for( i= -4 ;i < 4; i++)
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{
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for (j = -3; j < 3; j++)
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{
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sum += texture2D(u_texture, texcoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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if (texture2D(u_texture, texcoord).r < 0.3)
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{
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gl_FragColor = sum*sum*0.012 + texture2D(u_texture, texcoord);
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}
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else
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{
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if (texture2D(u_texture, texcoord).r < 0.5)
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{
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gl_FragColor = sum*sum*0.009 + texture2D(u_texture, texcoord);
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}
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else
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{
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gl_FragColor = sum*sum*0.0075 + texture2D(u_texture, texcoord);
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}
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}
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}
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@ -100,8 +100,8 @@ public class GamePlayArea extends Stage {
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if (bgShader != null) {
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getBatch().setShader(bgShader);
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bgShader.setUniformf("resolution", background.getWidth(), background.getHeight());
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bgShader.setUniformf("time", time);
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bgShader.setUniformf("resolution", background.getWidth(), background.getHeight());
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}
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getBatch().draw(background, 0f, 0f, Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT);
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getBatch().end();
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