text stringlengths 9 39.2M | dir stringlengths 26 295 | lang stringclasses 185
values | created_date timestamp[us] | updated_date timestamp[us] | repo_name stringlengths 1 97 | repo_full_name stringlengths 7 106 | star int64 1k 183k | len_tokens int64 1 13.8M |
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```glsl
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
low... | /content/code_sandbox/framework/Source/Operations/Shaders/Erosion2_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 235 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float fractionalWidthOfPixel;
uniform float aspectRatio;
uniform float dotScaling;
void main()
{
vec2 sampleDivisor = vec2(fractionalWidthOfPixel, fractionalWidthOfPixel / aspectRatio);
vec2 samplePos = textureCoordinat... | /content/code_sandbox/framework/Source/Operations/Shaders/PolkaDot_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 246 |
```glsl
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
varying vec2 threeStepsPositiveTextureCoordinate;
varying ve... | /content/code_sandbox/framework/Source/Operations/Shaders/Dilation3_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 325 |
```swift
#if canImport(OpenGLES) || canImport(COpenGLES)
public let AdaptiveThresholdFragmentShader = "varying highp vec2 textureCoordinate;\n varying highp vec2 textureCoordinate2;\n \n uniform sampler2D inputImageTexture;\n uniform sampler2D inputImageTexture2; \n \n void main()\n {\n highp float blurredInput = ... | /content/code_sandbox/framework/Source/Operations/ConvertedShaders_GLES.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 43,897 |
```glsl
// Hue blend mode based upon pseudo code from the PDF specification.
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
float lum(vec3 c) {
return dot(c, vec3(0.3, 0.59, 0.11));
}
vec3 clipcolor(vec3 c) {
float ... | /content/code_sandbox/framework/Source/Operations/Shaders/HueBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 872 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float intensity;
uniform vec3 filterColor;
const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
//desat, then apply overlay blend
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
... | /content/code_sandbox/framework/Source/Operations/Shaders/Monochrome_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 340 |
```glsl
precision mediump float;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftText... | /content/code_sandbox/framework/Source/Operations/Shaders/Sketch_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 362 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float fractionalWidthOfPixel;
uniform highp float aspectRatio;
uniform highp float dotScaling;
void main()
{
highp vec2 sampleDivisor = vec2(fractionalWidthOfPixel, fractionalWidthOfPixel / aspectRatio);
hig... | /content/code_sandbox/framework/Source/Operations/Shaders/PolkaDot_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 268 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float crossHatchSpacing;
uniform highp float lineWidth;
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
highp float luminance = dot(texture2D(inputImageTexture, textureCoordinate).rgb, W);
... | /content/code_sandbox/framework/Source/Operations/Shaders/Crosshatch_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 427 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform mediump mat3 colorConversionMatrix;
void main()
{
mediump vec3 yuv;
yuv.x = texture2D(inputImageTexture, textureCoordinate).r;
yuv.y... | /content/code_sandbox/framework/Source/Operations/Shaders/YUVConversionFullRange_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 138 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 base = texture2D(inputImageTexture, textureCoordinate);
vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
// Dca =... | /content/code_sandbox/framework/Source/Operations/Shaders/ExclusionBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 171 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float fractionalWidthOfPixel;
uniform highp float aspectRatio;
uniform highp float dotScaling;
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
highp vec2 sampleDivisor = vec2(fractionalWidthOfPixel,... | /content/code_sandbox/framework/Source/Operations/Shaders/Halftone_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 322 |
```glsl
attribute vec4 position;
uniform float crosshairWidth;
varying vec2 centerLocation;
varying float pointSpacing;
void main()
{
gl_Position = vec4(((position.xy * 2.0) - 1.0), 0.0, 1.0);
gl_PointSize = crosshairWidth + 1.0;
pointSpacing = 1.0 / crosshairWidth;
centerLocation = vec2(pointSpacing... | /content/code_sandbox/framework/Source/Operations/Shaders/Crosshair.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 122 |
```glsl
precision highp float;
uniform sampler2D inputImageTexture;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepLeftTextureCoordinate;
varying vec2 twoStepsLeftTextureCoordinate;
varying vec2 threeStepsLeftTextureCoordinate;
varying vec2 fourStepsLeftTextureCoordinate;
varying vec2 oneStepRightTextureCo... | /content/code_sandbox/framework/Source/Operations/Shaders/LanczosResampling_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 399 |
```glsl
uniform sampler2D inputImageTexture;
const int GAUSSIAN_SAMPLES = 9;
varying vec2 textureCoordinate;
varying vec2 blurCoordinates[GAUSSIAN_SAMPLES];
uniform float distanceNormalizationFactor;
void main()
{
vec4 centralColor;
float gaussianWeightTotal;
vec4 sum;
vec4 sampleColor;
float di... | /content/code_sandbox/framework/Source/Operations/Shaders/BilateralBlur_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 761 |
```glsl
uniform sampler2D inputImageTexture;
varying vec2 textureCoordinate;
varying vec2 oneStepBackTextureCoordinate;
varying vec2 twoStepsBackTextureCoordinate;
varying vec2 threeStepsBackTextureCoordinate;
varying vec2 fourStepsBackTextureCoordinate;
varying vec2 oneStepForwardTextureCoordinate;
varying vec2 twoSt... | /content/code_sandbox/framework/Source/Operations/Shaders/MotionBlur_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 319 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
vec4 base = texture2D(inputImageTexture, textureCoordinate);
vec4 overlay = texture2D(inputImageTextur... | /content/code_sandbox/framework/Source/Operations/Shaders/HardLightBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 460 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 base = texture2D(inputImageTexture, textureCoordinate);
vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
float ra;
if (... | /content/code_sandbox/framework/Source/Operations/Shaders/DivideBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 419 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform float intensity;
void main()
{
vec4 sharpImageColor = texture2D(inputImageTexture, textureCoordinate);
vec3 blurredImageColor = texture2D(inputImageTextu... | /content/code_sandbox/framework/Source/Operations/Shaders/UnsharpMask_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 113 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float fractionalWidthOfPixel;
uniform float aspectRatio;
void main()
{
vec2 sampleDivisor = vec2(fractionalWidthOfPixel, fractionalWidthOfPixel / aspectRatio);
vec2 samplePos = textureCoordinate - mod(textureCoordinate,... | /content/code_sandbox/framework/Source/Operations/Shaders/Pixellate_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 101 |
```glsl
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
lowp vec4 centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate);
lowp vec4 on... | /content/code_sandbox/framework/Source/Operations/Shaders/Erosion1_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 145 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
highp vec2 sampleDivisor = vec2(1.0 / 200.0, 1.0 / 320.0);
//highp vec4 colorDivisor = vec4(colorDepth);
highp vec2 samplePos = textureCoordinate - mod(textureCoordinate, sampleDivisor);
highp vec4 co... | /content/code_sandbox/framework/Source/Operations/Shaders/CGAColorspace_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 448 |
```glsl
const float scalingFactor = 1.0 / 256.0;
varying vec3 colorFactor;
void main()
{
gl_FragColor = vec4(colorFactor * scalingFactor , 1.0);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramAccumulation_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 47 |
```glsl
precision mediump float;
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 base = texture2D(inputImageTexture, textureCoordinate);
vec4 overlay = texture2D(inputImageTexture2, text... | /content/code_sandbox/framework/Source/Operations/Shaders/ColorDodgeBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 272 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
gl_FragCol... | /content/code_sandbox/framework/Source/Operations/Shaders/SubtractBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 92 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform float mixturePercent;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
vec4 textureColor2 = texture2D(inputImageTexture2... | /content/code_sandbox/framework/Source/Operations/Shaders/DissolveBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 96 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
... | /content/code_sandbox/framework/Source/Operations/Shaders/LinearBurnBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 118 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
lowp vec4 base = texture2D(inputImageTexture, textureCoordinate);
lowp vec4 overlayer = texture2D(inputImageTexture2, textureCoordinate2);... | /content/code_sandbox/framework/Source/Operations/Shaders/DarkenBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 135 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform highp float intensity;
void main()
{
lowp vec4 sharpImageColor = texture2D(inputImageTexture, textureCoordinate);
lowp vec3 blurredImageColo... | /content/code_sandbox/framework/Source/Operations/Shaders/UnsharpMask_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 124 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float redAdjustment;
uniform highp float greenAdjustment;
uniform highp float blueAdjustment;
void main()
{
highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4(textu... | /content/code_sandbox/framework/Source/Operations/Shaders/RGBAdjustment_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 102 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float contrast;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Contrast_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 76 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float sensitivity;
void main()
{
mediump vec3 derivativeElements = texture2D(inputImageTexture, textureCoordinate).rgb;
mediump float derivativeSum = derivativeElements.x + derivativeElements.y;
... | /content/code_sandbox/framework/Source/Operations/Shaders/NobleCornerDetector_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 316 |
```glsl
// Sourced from Kyprianidis, J. E., Kang, H., and Doellner, J. "Anisotropic Kuwahara Filtering on the GPU," GPU Pro p.247 (2010).
//
// Original header:
//
// Anisotropic Kuwahara Filtering on the GPU
// by Jan Eric Kyprianidis <www.kyprianidis.com>
varying highp vec2 textureCoordinate;
uniform sampler2D inp... | /content/code_sandbox/framework/Source/Operations/Shaders/Kuwahara_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 900 |
```glsl
// Code from "Graphics Shaders: Theory and Practice" by M. Bailey and S. Cunningham
precision mediump float;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRi... | /content/code_sandbox/framework/Source/Operations/Shaders/SobelEdgeDetection_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 378 |
```glsl
uniform sampler2D inputImageTexture;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepLeftTextureCoordinate;
varying vec2 twoStepsLeftTextureCoordinate;
varying vec2 threeStepsLeftTextureCoordinate;
varying vec2 fourStepsLeftTextureCoordinate;
varying vec2 oneStepRightTextureCoordinate;
varying vec2 t... | /content/code_sandbox/framework/Source/Operations/Shaders/LanczosResampling_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 395 |
```glsl
precision lowp float;
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float shadowTintIntensity;
uniform lowp float highlightTintIntensity;
uniform highp vec3 shadowTintColor;
uniform highp vec3 highlightTintColor;
const mediump vec3 luminanceWeighting = vec3(0.2125, 0... | /content/code_sandbox/framework/Source/Operations/Shaders/HighlightShadowTint_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 235 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float aspectRatio;
uniform vec2 center;
uniform float radius;
uniform float scale;
void main()
{
vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspectRatio + 0.5 - 0.5 * aspectRatio));
float d... | /content/code_sandbox/framework/Source/Operations/Shaders/PinchDistortion_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 203 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform vec2 center;
uniform float radius;
uniform float angle;
void main()
{
vec2 textureCoordinateToUse = textureCoordinate;
float dist = distance(center, textureCoordinate);
if (dist < radius)
{
textureCoordinateT... | /content/code_sandbox/framework/Source/Operations/Shaders/Swirl_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 175 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp vec2 center;
uniform highp vec2 pixelSize;
void main()
{
highp vec2 normCoord = 2.0 * textureCoordinate - 1.0;
highp vec2 normCenter = 2.0 * center - 1.0;
normCoord -= normCenter;
highp float r... | /content/code_sandbox/framework/Source/Operations/Shaders/PolarPixellate_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 226 |
```glsl
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
low... | /content/code_sandbox/framework/Source/Operations/Shaders/Dilation2_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 247 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float sensitivity;
const float harrisConstant = 0.04;
void main()
{
vec3 derivativeElements = texture2D(inputImageTexture, textureCoordinate).rgb;
float derivativeSum = derivativeElements.x + derivativeElements.y;
... | /content/code_sandbox/framework/Source/Operations/Shaders/HarrisCornerDetector_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 179 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform vec2 center;
uniform float radius;
uniform float aspectRatio;
uniform float refractiveIndex;
// uniform vec3 lightPosition;
const vec3 lightPosition = vec3(-0.5, 0.5, 1.0);
const vec3 ambientLightPosition = vec3(0.0, 0.0, 1.0);
void... | /content/code_sandbox/framework/Source/Operations/Shaders/GlassSphere_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 455 |
```glsl
precision highp float;
uniform sampler2D inputImageTexture;
varying highp vec2 outputTextureCoordinate;
varying highp vec2 upperLeftInputTextureCoordinate;
varying highp vec2 upperRightInputTextureCoordinate;
varying highp vec2 lowerLeftInputTextureCoordinate;
varying highp vec2 lowerRightInputTextureCoordin... | /content/code_sandbox/framework/Source/Operations/Shaders/AverageLuminance_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 238 |
```glsl
/*
3x3 median filter, adapted from "A Fast, Small-Radius GPU Median Filter" by Morgan McGuire in ShaderX6
path_to_url
Morgan McGuire and Kyle Whitson
Williams College
Register allocation tips by Victor Huang Xiaohuang
University of Illinois at Urbana-Champaign
path_to_url
All rights reserved.
... | /content/code_sandbox/framework/Source/Operations/Shaders/Median_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 980 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float rangeReduction;
// Values from "Graphics Shaders: Theory and Practice" by Bailey and Cunningham
const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
lowp vec4 textureColor = textur... | /content/code_sandbox/framework/Source/Operations/Shaders/LuminanceRange_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 159 |
```glsl
/*
** Gamma correction
** Details: path_to_url
*/
#define GammaCorrection(color, gamma) pow(color, 1.0 / gamma)
/*
** Levels control (input (+gamma), output)
** Details: path_to_url
*/
#define LevelsControlInputRange(color, minInput, maxInput) min(max(color - minInput, vec3(0.0)) / (maxInput - min... | /content/code_sandbox/framework/Source/Operations/Shaders/Levels_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 294 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform highp float intensity;
void main()
{
lowp vec3 currentImageColor = texture2D(inputImageTexture, textureCoordinate).rgb;
lowp vec3 lowPassImag... | /content/code_sandbox/framework/Source/Operations/Shaders/MotionComparison_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 167 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
const int GAUSSIAN_SAMPLES = 9;
uniform float texelWidth;
uniform float texelHeight;
varying vec2 textureCoordinate;
varying vec2 blurCoordinates[GAUSSIAN_SAMPLES];
void main()
{
gl_Position = position;
textureCoordinate = inputTextureC... | /content/code_sandbox/framework/Source/Operations/Shaders/BilateralBlur.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 196 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4((1.0 - textureColor.rgb), textureColor.w);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/ColorInvert_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 59 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float hazeDistance;
uniform highp float slope;
void main()
{
//todo reconsider precision modifiers
highp vec4 color = vec4(1.0);//todo reimplement as a parameter
highp float d = textureCoordinate.y * slope + hazeDi... | /content/code_sandbox/framework/Source/Operations/Shaders/Haze_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 136 |
```glsl
uniform lowp vec3 crosshairColor;
varying highp vec2 centerLocation;
varying highp float pointSpacing;
void main()
{
lowp vec2 distanceFromCenter = abs(centerLocation - gl_PointCoord.xy);
lowp float axisTest = step(pointSpacing, gl_PointCoord.y) * step(distanceFromCenter.x, 0.09) + step(pointSpacing, ... | /content/code_sandbox/framework/Source/Operations/Shaders/Crosshair_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 150 |
```glsl
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextureCoordinate;
varying vec... | /content/code_sandbox/framework/Source/Operations/Shaders/LocalBinaryPattern_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 493 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp vec2 center;
void main()
{
highp vec2 normCoord = 2.0 * textureCoordinate - 1.0;
highp vec2 normCenter = 2.0 * center - 1.0;
normCoord -= normCenter;
mediump vec2 s = sign(normCoord);
normCoord =... | /content/code_sandbox/framework/Source/Operations/Shaders/StretchDistortion_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 195 |
```glsl
precision lowp float;
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float intensity;
uniform vec3 filterColor;
const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
//desat, then apply overlay blend
lowp vec4 textureColor = texture2D... | /content/code_sandbox/framework/Source/Operations/Shaders/Monochrome_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 352 |
```glsl
// Hue blend mode based upon pseudo code from the PDF specification.
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
highp float lum(lowp vec3 c) {
return dot(c, vec3(0.3, 0.59, 0.11));
}
lowp vec3 cl... | /content/code_sandbox/framework/Source/Operations/Shaders/HueBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 926 |
```glsl
precision highp float;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextur... | /content/code_sandbox/framework/Source/Operations/Shaders/LocalBinaryPattern_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 517 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
lowp vec4 color = texture2D(inputImageTexture, textureCoordinate);
if (color.a < 0.5)
{
discard;
}
else
{
gl_FragColor = color;
}
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/AlphaTest_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 75 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float sensitivity;
void main()
{
vec3 derivativeElements = texture2D(inputImageTexture, textureCoordinate).rgb;
float derivativeSum = derivativeElements.x + derivativeElements.y;
// R = (Ix^2 * Iy^2 ... | /content/code_sandbox/framework/Source/Operations/Shaders/NobleCornerDetector_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 304 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
mediump vec4 base = texture2D(inputImageTexture, textureCoordinate);
mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);... | /content/code_sandbox/framework/Source/Operations/Shaders/DivideBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 434 |
```glsl
// Shader code based on Apple's CIChromaKeyFilter example: path_to_url#samplecode/CIChromaKeyFilter/Introduction/Intro.html
precision highp float;
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform float thresholdSensitivity;
uniform float smoothing;
uniform vec3 colo... | /content/code_sandbox/framework/Source/Operations/Shaders/ChromaKeyBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 377 |
```glsl
attribute vec4 position;
attribute vec2 inputTextureCoordinate;
uniform float texelWidth;
uniform float texelHeight;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 ... | /content/code_sandbox/framework/Source/Operations/Shaders/ErosionDilation4.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 290 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
varying vec2 textureCoordinate3;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform sampler2D inputImageTexture3;
uniform mat3 colorConversionMatrix;
void main()
{
vec3 yuv;
yuv.x = texture2D(inputIm... | /content/code_sandbox/framework/Source/Operations/Shaders/YUVConversionFullRangeUVPlanar_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 160 |
```glsl
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
varying vec2 threeStepsPositiveTextureCoordinate;
varying ve... | /content/code_sandbox/framework/Source/Operations/Shaders/Erosion4_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 415 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp mat4 colorMatrix;
uniform lowp float intensity;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp vec4 outputColor = textureColor * colorMatrix;
gl_FragColor = (... | /content/code_sandbox/framework/Source/Operations/Shaders/ColorMatrix_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 95 |
```glsl
uniform sampler2D inputImageTexture;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bo... | /content/code_sandbox/framework/Source/Operations/Shaders/ThresholdedNonMaximumSuppression_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 485 |
```glsl
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
vec4 centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate);
vec4 oneStepPositiveIntensity = texture2D... | /content/code_sandbox/framework/Source/Operations/Shaders/Dilation1_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 132 |
```glsl
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
vec4 centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate);
vec4 oneStepPositiveIntensity = texture2D... | /content/code_sandbox/framework/Source/Operations/Shaders/Erosion1_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 132 |
```glsl
precision highp float;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextur... | /content/code_sandbox/framework/Source/Operations/Shaders/Toon_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 460 |
```glsl
precision highp float;
uniform sampler2D inputImageTexture;
varying vec2 textureCoordinate;
varying vec2 oneStepBackTextureCoordinate;
varying vec2 twoStepsBackTextureCoordinate;
varying vec2 threeStepsBackTextureCoordinate;
varying vec2 fourStepsBackTextureCoordinate;
varying vec2 oneStepForwardTextureCoordi... | /content/code_sandbox/framework/Source/Operations/Shaders/MotionBlur_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 325 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
uniform float texelWidth;
uniform float texelHeight;
varying vec2 upperLeftInputTextureCoordinate;
varying vec2 upperRightInputTextureCoordinate;
varying vec2 lowerLeftInputTextureCoordinate;
varying vec2 lowerRightInputTextureCoordinate;
void m... | /content/code_sandbox/framework/Source/Operations/Shaders/AverageColor.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 169 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4((1.0 - textureColor.rgb), textureColor.w);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/ColorInvert_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 63 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float contrast;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Contrast_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 81 |
```glsl
attribute vec4 position;
attribute vec2 inputTextureCoordinate;
uniform float texelWidth;
uniform float texelHeight;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
void main()
{
gl_Position = position;
vec2 of... | /content/code_sandbox/framework/Source/Operations/Shaders/ErosionDilation1.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 118 |
```glsl
uniform sampler2D inputImageTexture;
uniform mat3 convolutionMatrix;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomT... | /content/code_sandbox/framework/Source/Operations/Shaders/Convolution3x3_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 399 |
```glsl
// I'm using the Prewitt operator to obtain the derivative, then squaring the X and Y components and placing the product of the two in Z.
// In tests, Prewitt seemed to be tied with Sobel for the best, and it's just a little cheaper to compute.
// This is primarily intended to be used with corner detection filt... | /content/code_sandbox/framework/Source/Operations/Shaders/XYDerivative_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 471 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform vec2 center;
uniform float radius;
uniform float aspectRatio;
uniform float refractiveIndex;
void main()
{
vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspectRatio + 0.5 - 0.5 * aspectRatio));
... | /content/code_sandbox/framework/Source/Operations/Shaders/SphereRefraction_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 231 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform highp float topFocusLevel;
uniform highp float bottomFocusLevel;
uniform highp float focusFallOffRate;
void main()
{
lowp vec4 sharpImageColor =... | /content/code_sandbox/framework/Source/Operations/Shaders/TiltShift_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 185 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 base = texture2D(inputImageTexture, textureCoordinate);
vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
vec3 baseOve... | /content/code_sandbox/framework/Source/Operations/Shaders/ColorDodgeBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 263 |
```glsl
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
varying vec2 threeStepsPositiveTextureCoordinate;
varying ve... | /content/code_sandbox/framework/Source/Operations/Shaders/Erosion3_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 325 |
```glsl
attribute vec4 position;
varying vec3 colorFactor;
void main()
{
colorFactor = vec3(0.0, 1.0, 0.0);
gl_Position = vec4(-1.0 + (position.y * 0.0078125), 0.0, 0.0, 1.0);
gl_PointSize = 1.0;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramGreenSampling.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 86 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureC... | /content/code_sandbox/framework/Source/Operations/Shaders/LightenBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 96 |
```glsl
uniform lowp vec4 circleColor;
uniform lowp vec4 backgroundColor;
uniform highp vec2 center;
uniform highp float radius;
varying highp vec2 currentPosition;
void main()
{
highp float distanceFromCenter = distance(center, currentPosition);
highp float checkForPresenceWithinCircle = step(distanceFromCen... | /content/code_sandbox/framework/Source/Operations/Shaders/Circle_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 91 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
// Values from "Graphics Shaders: Theory and Practice" by Bailey and Cunningham
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
float luminance = dot(te... | /content/code_sandbox/framework/Source/Operations/Shaders/Luminance_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 110 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float brightness;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Brightness_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 64 |
```glsl
varying vec2 textureCoordinate;
varying vec2 pointATextureCoordinate;
varying vec2 pointBTextureCoordinate;
varying vec2 pointCTextureCoordinate;
varying vec2 pointDTextureCoordinate;
varying vec2 pointETextureCoordinate;
varying vec2 pointFTextureCoordinate;
varying vec2 pointGTextureCoordinate;
varying vec2 p... | /content/code_sandbox/framework/Source/Operations/Shaders/ColourFASTDecriptor_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 686 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate);
... | /content/code_sandbox/framework/Source/Operations/Shaders/SourceOverBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 92 |
```glsl
// Luminosity blend mode based upon pseudo code from the PDF specification.
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
highp float lum(lowp vec3 c) {
return dot(c, vec3(0.3, 0.59, 0.11));
}
lowp ... | /content/code_sandbox/framework/Source/Operations/Shaders/LuminosityBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 446 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
mediump vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
mediump vec4 textureColor2 = texture2D(inputImageTexture2, ... | /content/code_sandbox/framework/Source/Operations/Shaders/DifferenceBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 103 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float fractionalWidthOfPixel;
uniform float aspectRatio;
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
vec2 sampleDivisor = vec2(fractionalWidthOfPixel, fractionalWidthOfPixel / aspectRatio);
vec2 samplePo... | /content/code_sandbox/framework/Source/Operations/Shaders/Halftone_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 291 |
```glsl
precision highp float;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextur... | /content/code_sandbox/framework/Source/Operations/Shaders/ThresholdEdgeDetection_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 391 |
```glsl
/*
3x3 median filter, adapted from "A Fast, Small-Radius GPU Median Filter" by Morgan McGuire in ShaderX6
path_to_url
Morgan McGuire and Kyle Whitson
Williams College
Register allocation tips by Victor Huang Xiaohuang
University of Illinois at Urbana-Champaign
path_to_url
All rights reserved.
... | /content/code_sandbox/framework/Source/Operations/Shaders/Median_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 982 |
```glsl
attribute vec4 position;
attribute vec2 inputTextureCoordinate;
uniform float texelWidth;
uniform float texelHeight;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepLeftTextureCoordinate;
varying vec2 twoStepsLeftTextureCoordinate;
varying vec2 threeStepsLeftTextureCoordinate;
varying vec2 fourSteps... | /content/code_sandbox/framework/Source/Operations/Shaders/LanczosResampling.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 341 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float vibrance;
void main() {
vec4 color = texture2D(inputImageTexture, textureCoordinate);
float average = (color.r + color.g + color.b) / 3.0;
float mx = max(color.r, max(color.g, color.b));
float amt = (mx - averag... | /content/code_sandbox/framework/Source/Operations/Shaders/Vibrance_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 118 |
```glsl
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying float centerMultiplier;
varying float edgeMultiplier;
uniform sampler2D inputImageTexture;
void main()
{
vec3 textureCo... | /content/code_sandbox/framework/Source/Operations/Shaders/Sharpen_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 221 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp vec2 center;
uniform highp float radius;
uniform highp float angle;
void main()
{
highp vec2 textureCoordinateToUse = textureCoordinate;
highp float dist = distance(center, textureCoordinate);
if (dist < radi... | /content/code_sandbox/framework/Source/Operations/Shaders/Swirl_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 196 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp float greenCurveValue = texture2D(inputImageTexture2, vec2(textureColor.g, 0.0)).g;
gl_F... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramEqualizationGreen_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 104 |
```glsl
precision highp float;
uniform sampler2D inputImageTexture;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoo... | /content/code_sandbox/framework/Source/Operations/Shaders/Laplacian_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 431 |
```glsl
uniform sampler2D inputImageTexture;
uniform mat3 convolutionMatrix;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomT... | /content/code_sandbox/framework/Source/Operations/Shaders/Laplacian_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 411 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 base = texture2D(inputImageTexture, textureCoordinate);
vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
float alphaD... | /content/code_sandbox/framework/Source/Operations/Shaders/SoftLightBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 165 |
```glsl
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
varying vec2 threeStepsPositiveTextureCoordinate;
varying ve... | /content/code_sandbox/framework/Source/Operations/Shaders/Dilation4_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 415 |
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