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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