export const vertexIdentity = ` precision highp float; attribute vec2 pos; attribute vec2 uv; varying vec2 vUv; uniform float flipY; void main(void) { vUv = uv; gl_Position = vec4(pos.x, pos.y*flipY, 0.0, 1.); } `; export const fragmentIdentity = ` precision highp float; varying vec2 vUv; uniform sampler2D texture; void main(void) { gl_FragColor = texture2D(texture, vUv); } `; export const colorMatrixWithAlpha = ` precision highp float; varying vec2 vUv; uniform sampler2D texture; uniform float m[20]; void main(void) { vec4 c = texture2D(texture, vUv); gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[3] * c.a + m[4]; gl_FragColor.g = m[5] * c.r + m[6] * c.g + m[7] * c.b + m[8] * c.a + m[9]; gl_FragColor.b = m[10] * c.r + m[11] * c.g + m[12] * c.b + m[13] * c.a + m[14]; gl_FragColor.a = m[15] * c.r + m[16] * c.g + m[17] * c.b + m[18] * c.a + m[19]; } `; export const colorMatrixWithoutAlpha = ` precision highp float; varying vec2 vUv; uniform sampler2D texture; uniform float m[20]; void main(void) { vec4 c = texture2D(texture, vUv); gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[4]; gl_FragColor.g = m[5] * c.r + m[6] * c.g + m[7] * c.b + m[9]; gl_FragColor.b = m[10] * c.r + m[11] * c.g + m[12] * c.b + m[14]; gl_FragColor.a = c.a; } `; export const pixelate = ` precision highp float; varying vec2 vUv; uniform vec2 size; uniform sampler2D texture; vec2 pixelate(vec2 coord, vec2 size) { return floor( coord / size ) * size; } void main(void) { gl_FragColor = vec4(0.0); vec2 coord = pixelate(vUv, size); gl_FragColor += texture2D(texture, coord); } `; export const blur = ` precision highp float; varying vec2 vUv; uniform sampler2D texture; uniform vec2 px; void main(void) { gl_FragColor = vec4(0.0); gl_FragColor += texture2D(texture, vUv + vec2(-7.0*px.x, -7.0*px.y))*0.0044299121055113265; gl_FragColor += texture2D(texture, vUv + vec2(-6.0*px.x, -6.0*px.y))*0.00895781211794; gl_FragColor += texture2D(texture, vUv + vec2(-5.0*px.x, -5.0*px.y))*0.0215963866053; gl_FragColor += texture2D(texture, vUv + vec2(-4.0*px.x, -4.0*px.y))*0.0443683338718; gl_FragColor += texture2D(texture, vUv + vec2(-3.0*px.x, -3.0*px.y))*0.0776744219933; gl_FragColor += texture2D(texture, vUv + vec2(-2.0*px.x, -2.0*px.y))*0.115876621105; gl_FragColor += texture2D(texture, vUv + vec2(-1.0*px.x, -1.0*px.y))*0.147308056121; gl_FragColor += texture2D(texture, vUv )*0.159576912161; gl_FragColor += texture2D(texture, vUv + vec2( 1.0*px.x, 1.0*px.y))*0.147308056121; gl_FragColor += texture2D(texture, vUv + vec2( 2.0*px.x, 2.0*px.y))*0.115876621105; gl_FragColor += texture2D(texture, vUv + vec2( 3.0*px.x, 3.0*px.y))*0.0776744219933; gl_FragColor += texture2D(texture, vUv + vec2( 4.0*px.x, 4.0*px.y))*0.0443683338718; gl_FragColor += texture2D(texture, vUv + vec2( 5.0*px.x, 5.0*px.y))*0.0215963866053; gl_FragColor += texture2D(texture, vUv + vec2( 6.0*px.x, 6.0*px.y))*0.00895781211794; gl_FragColor += texture2D(texture, vUv + vec2( 7.0*px.x, 7.0*px.y))*0.0044299121055113265; } `; export const convolution = ` precision highp float; varying vec2 vUv; uniform sampler2D texture; uniform vec2 px; uniform float m[9]; void main(void) { vec4 c11 = texture2D(texture, vUv - px); // top left vec4 c12 = texture2D(texture, vec2(vUv.x, vUv.y - px.y)); // top center vec4 c13 = texture2D(texture, vec2(vUv.x + px.x, vUv.y - px.y)); // top right vec4 c21 = texture2D(texture, vec2(vUv.x - px.x, vUv.y) ); // mid left vec4 c22 = texture2D(texture, vUv); // mid center vec4 c23 = texture2D(texture, vec2(vUv.x + px.x, vUv.y) ); // mid right vec4 c31 = texture2D(texture, vec2(vUv.x - px.x, vUv.y + px.y) ); // bottom left vec4 c32 = texture2D(texture, vec2(vUv.x, vUv.y + px.y) ); // bottom center vec4 c33 = texture2D(texture, vUv + px ); // bottom right gl_FragColor = c11 * m[0] + c12 * m[1] + c22 * m[2] + c21 * m[3] + c22 * m[4] + c23 * m[5] + c31 * m[6] + c32 * m[7] + c33 * m[8]; gl_FragColor.a = c22.a; } `;