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
/*
This equation is a simplification of the general blending equation. It assumes the destination color is opaque, and therefore drops the destination color's alpha term.
D = C1 * C1a + C2 * C2a * (1 - C1a)
where D is the resultant color, C1 is the color of the first element, C1a is the alpha of the first ... | /content/code_sandbox/framework/Source/Operations/Shaders/NormalBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 551 |
```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/ThresholdEdgeDetection_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 386 |
```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/PrewittEdgeDetection_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 331 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float threshold;
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
highp float luminance = dot(textureColor.rgb, W);
h... | /content/code_sandbox/framework/Source/Operations/Shaders/LuminanceThreshold_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 121 |
```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/DirectionalSobelEdgeDetection_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 454 |
```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/LinearBurnBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 126 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
float redCurveValue = texture2D(inputImageTexture2, vec2(textureColor.r, 0.0)).r;
float greenCurveValue = tex... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramEqualizationRGB_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 152 |
```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/MultiplyBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 114 |
```glsl
// Shader code based on Apple's CIChromaKeyFilter example: path_to_url#samplecode/CIChromaKeyFilter/Introduction/Intro.html
precision highp float;
varying highp vec2 textureCoordinate;
uniform float thresholdSensitivity;
uniform float smoothing;
uniform vec3 colorToReplace;
uniform sampler2D inputImageTextur... | /content/code_sandbox/framework/Source/Operations/Shaders/ChromaKey_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 337 |
```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, textureCoordin... | /content/code_sandbox/framework/Source/Operations/Shaders/SoftLightBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 175 |
```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 - (16.0/25... | /content/code_sandbox/framework/Source/Operations/Shaders/YUVConversionVideoRange_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 147 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float opacity;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4(textureColor.rgb, textureColor.a * opacity);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Opacity_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 66 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp vec2 center;
uniform highp float radius;
uniform highp float aspectRatio;
uniform highp float refractiveIndex;
// uniform vec3 lightPosition;
const highp vec3 lightPosition = vec3(-0.5, 0.5, 1.0);
const highp vec3 ambient... | /content/code_sandbox/framework/Source/Operations/Shaders/GlassSphere_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 468 |
```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 vec2 textureCoordinate;
uniform sampler2D inputImag... | /content/code_sandbox/framework/Source/Operations/Shaders/KuwaharaRadius3_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 2,801 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
gl_FragColor = texture2D(inputImageTexture, textureCoordinate).bgra;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/ColorSwizzling_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 40 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float hueAdjust;
const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);
const vec4 kRGBToI = vec4 (0.595716, -0.274453, -0.321263, 0.0);
const vec4 kRGBToQ = vec4 (0.211456, -0.522591, 0.31135, 0.0);
const vec4 kYIQTo... | /content/code_sandbox/framework/Source/Operations/Shaders/Hue_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 491 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float redAdjustment;
uniform float greenAdjustment;
uniform float blueAdjustment;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4(textureColor.r * redAdjustment, tex... | /content/code_sandbox/framework/Source/Operations/Shaders/RGBAdjustment_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 92 |
```glsl
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
varying vec2 threeStepsPositiveTextureCoordinate;
varying vec2 threeStepsNegativeTex... | /content/code_sandbox/framework/Source/Operations/Shaders/Erosion4_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 390 |
```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 r;
if... | /content/code_sandbox/framework/Source/Operations/Shaders/AddBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 326 |
```glsl
const lowp float scalingFactor = 1.0 / 256.0;
varying lowp vec3 colorFactor;
void main()
{
gl_FragColor = vec4(colorFactor * scalingFactor , 1.0);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramAccumulation_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 51 |
```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/ThresholdSketch_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 374 |
```glsl
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
vec4 centerIntensity = text... | /content/code_sandbox/framework/Source/Operations/Shaders/Dilation2_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 230 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float sensitivity;
const mediump float harrisConstant = 0.04;
void main()
{
mediump vec3 derivativeElements = texture2D(inputImageTexture, textureCoordinate).rgb;
mediump float derivativeSum = derivativeEleme... | /content/code_sandbox/framework/Source/Operations/Shaders/HarrisCornerDetector_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 192 |
```glsl
uniform sampler2D inputImageTexture;
const lowp int GAUSSIAN_SAMPLES = 9;
varying highp vec2 textureCoordinate;
varying highp vec2 blurCoordinates[GAUSSIAN_SAMPLES];
uniform mediump float distanceNormalizationFactor;
void main()
{
lowp vec4 centralColor;
lowp float gaussianWeightTotal;
lowp vec4... | /content/code_sandbox/framework/Source/Operations/Shaders/BilateralBlur_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 774 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp float redCurveValue = texture2D(inputImageTexture2, vec2(textureColor.r, 0.0)).r;
gl_Fra... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramEqualizationRed_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 104 |
```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 overlay = texture2D(inputImageTexture2, textureCoordinate2);
... | /content/code_sandbox/framework/Source/Operations/Shaders/AddBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 339 |
```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/ErosionDilation3.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 232 |
```glsl
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
varying vec2 threeStepsPositiveTextureCoordinate;
varying vec2 threeStepsNegativeTex... | /content/code_sandbox/framework/Source/Operations/Shaders/Dilation3_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 304 |
```glsl
uniform sampler2D inputImageTexture;
varying vec2 outputTextureCoordinate;
varying vec2 upperLeftInputTextureCoordinate;
varying vec2 upperRightInputTextureCoordinate;
varying vec2 lowerLeftInputTextureCoordinate;
varying vec2 lowerRightInputTextureCoordinate;
void main()
{
float upperLeftLuminance = tex... | /content/code_sandbox/framework/Source/Operations/Shaders/AverageLuminance_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 213 |
```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/LightenBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 88 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float opacity;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4(textureColor.rgb, textureColor.a * opacity);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Opacity_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 60 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform vec2 center;
void main()
{
vec2 normCoord = 2.0 * textureCoordinate - 1.0;
vec2 normCenter = 2.0 * center - 1.0;
normCoord -= normCenter;
vec2 s = sign(normCoord);
normCoord = abs(normCoord);
normCoord =... | /content/code_sandbox/framework/Source/Operations/Shaders/StretchDistortion_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 182 |
```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/AverageColor_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 194 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
float blurredInput = texture2D(inputImageTexture, textureCoordinate).r;
float localLuminance = texture2D(inputImageTexture2, textureCoordinate2).r;
... | /content/code_sandbox/framework/Source/Operations/Shaders/AdaptiveThreshold_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 116 |
```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);
vec... | /content/code_sandbox/framework/Source/Operations/Shaders/ScreenBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 109 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float shadowTintIntensity;
uniform float highlightTintIntensity;
uniform vec3 shadowTintColor;
uniform vec3 highlightTintColor;
const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
vec4 textureColor = textu... | /content/code_sandbox/framework/Source/Operations/Shaders/HighlightShadowTint_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 212 |
```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, textureCoordin... | /content/code_sandbox/framework/Source/Operations/Shaders/ExclusionBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 179 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float aspectRatio;
uniform highp vec2 center;
uniform highp float radius;
uniform highp float scale;
void main()
{
highp vec2 textureCoordinateToUse = vec2(textureCoordinate.x, ((textureCoordinate.y - center.y) * aspe... | /content/code_sandbox/framework/Source/Operations/Shaders/BulgeDistortion_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 195 |
```glsl
uniform sampler2D inputImageTexture;
varying highp vec2 textureCoordinate;
uniform lowp vec2 vignetteCenter;
uniform lowp vec3 vignetteColor;
uniform highp float vignetteStart;
uniform highp float vignetteEnd;
void main()
{
lowp vec4 sourceImageColor = texture2D(inputImageTexture, textureCoordinate);
... | /content/code_sandbox/framework/Source/Operations/Shaders/Vignette_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 144 |
```glsl
varying vec2 textureCoordinate;
varying float height;
uniform sampler2D inputImageTexture;
vec4 backgroundColor = vec4(0.0, 0.0, 0.0, 0.0);
void main()
{
vec3 colorChannels = texture2D(inputImageTexture, textureCoordinate).rgb;
vec4 heightTest = vec4(step(height, colorChannels), 1.0);
gl_FragColor... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramDisplay_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 114 |
```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, te... | /content/code_sandbox/framework/Source/Operations/Shaders/ColorBurnBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 115 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
vec4 color = texture2D(inputImageTexture, textureCoordinate);
if (color.a < 0.5)
{
discard;
}
else
{
gl_FragColor = color;
}
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/AlphaTest_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 71 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float vibrance;
void main() {
lowp vec4 color = texture2D(inputImageTexture, textureCoordinate);
lowp float average = (color.r + color.g + color.b) / 3.0;
lowp float mx = max(color.r, max(color.g, color.b));
... | /content/code_sandbox/framework/Source/Operations/Shaders/Vibrance_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 130 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
const lowp vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp float luminance = dot(textureColor.rgb, W);
... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramEqualizationLuminance_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 237 |
```glsl
precision highp float;
varying highp vec2 textureCoordinate;
varying highp vec2 leftTextureCoordinate;
varying highp vec2 rightTextureCoordinate;
varying highp vec2 topTextureCoordinate;
varying highp vec2 bottomTextureCoordinate;
varying highp float centerMultiplier;
varying highp float edgeMultiplier;
uni... | /content/code_sandbox/framework/Source/Operations/Shaders/Sharpen_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 250 |
```glsl
uniform sampler2D inputImageTexture;
varying highp vec2 textureCoordinate;
uniform lowp float shadows;
uniform lowp float highlights;
const mediump vec3 luminanceWeighting = vec3(0.3, 0.3, 0.3);
void main()
{
lowp vec4 source = texture2D(inputImageTexture, textureCoordinate);
mediump float luminance... | /content/code_sandbox/framework/Source/Operations/Shaders/HighlightShadow_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 316 |
```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, textureCoordin... | /content/code_sandbox/framework/Source/Operations/Shaders/OverlayBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 449 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
gl_FragColor = texture2D(inputImageTexture, textureCoordinate).bgra;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/ColorSwizzling_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 42 |
```glsl
precision highp float;
uniform sampler2D inputImageTexture;
uniform mediump mat3 convolutionMatrix;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureC... | /content/code_sandbox/framework/Source/Operations/Shaders/Convolution3x3_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 424 |
```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, textureCoo... | /content/code_sandbox/framework/Source/Operations/Shaders/SourceOverBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 100 |
```glsl
precision lowp float;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTexture... | /content/code_sandbox/framework/Source/Operations/Shaders/WeakPixelInclusion_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 348 |
```glsl
uniform sampler2D inputImageTexture;
varying highp vec2 textureCoordinate;
uniform lowp float temperature;
uniform lowp float tint;
const lowp vec3 warmFilter = vec3(0.93, 0.54, 0.0);
const mediump mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.596, -0.274, -0.322, 0.212, -0.523, 0.311);
const mediump mat3 YIQ... | /content/code_sandbox/framework/Source/Operations/Shaders/WhiteBalance_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 450 |
```glsl
uniform sampler2D inputImageTexture;
varying vec2 textureCoordinate;
uniform float temperature;
uniform float tint;
const vec3 warmFilter = vec3(0.93, 0.54, 0.0);
const mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.596, -0.274, -0.322, 0.212, -0.523, 0.311);
const mat3 YIQtoRGB = mat3(1.0, 0.956, 0.621, 1.0, -... | /content/code_sandbox/framework/Source/Operations/Shaders/WhiteBalance_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 429 |
```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, textureCoord... | /content/code_sandbox/framework/Source/Operations/Shaders/SubtractBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 100 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp vec2 center;
uniform highp float radius;
uniform highp float aspectRatio;
uniform highp float refractiveIndex;
void main()
{
highp vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspect... | /content/code_sandbox/framework/Source/Operations/Shaders/SphereRefraction_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 254 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float exposure;
void main()
{
highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4(textureColor.rgb * pow(2.0, exposure), textureColor.w);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Exposure_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 72 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform vec2 center;
uniform vec2 pixelSize;
void main()
{
vec2 normCoord = 2.0 * textureCoordinate - 1.0;
vec2 normCenter = 2.0 * center - 1.0;
normCoord -= normCenter;
float r = length(normCoord); // to polar co... | /content/code_sandbox/framework/Source/Operations/Shaders/PolarPixellate_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 210 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
uniform float texelWidth;
uniform float texelHeight;
uniform float sharpness;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 bottomTextur... | /content/code_sandbox/framework/Source/Operations/Shaders/Sharpen.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 218 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
gl_FragColor = texture2D(inputImageTexture, textureCoordinate);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Passthrough_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 39 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp float redCurveValue = texture2D(inputImageTexture2, vec2(textureColor.r, 0.0)).r;
lowp float... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramEqualizationRGB_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 163 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
float blueCurveValue = texture2D(inputImageTexture2, vec2(textureColor.b, 0.0)).b;
gl_FragColor = vec4(t... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramEqualizationBlue_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 98 |
```glsl
uniform vec3 lineColor;
void main()
{
gl_FragColor = vec4(lineColor, 1.0);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Line_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 28 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp float blueCurveValue = texture2D(inputImageTexture2, vec2(textureColor.b, 0.0)).b;
gl_Fr... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramEqualizationBlue_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 104 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float saturation;
// 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 = texture2... | /content/code_sandbox/framework/Source/Operations/Shaders/Saturation_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 153 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float gamma;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4(pow(textureColor.rgb, vec3(gamma)), textureColor.w);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Gamma_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 64 |
```glsl
#version 120
uniform vec3 crosshairColor;
varying vec2 centerLocation;
varying float pointSpacing;
void main()
{
vec2 distanceFromCenter = abs(centerLocation - gl_PointCoord.xy);
float axisTest = step(pointSpacing, gl_PointCoord.y) * step(distanceFromCenter.x, 0.09) + step(pointSpacing, gl_PointCoord... | /content/code_sandbox/framework/Source/Operations/Shaders/Crosshair_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 147 |
```glsl
// Saturation 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/SaturationBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 927 |
```shell
#!/usr/bin/swift
// This converts shader files into Swift inlined strings for embedding in the library
import Foundation
enum OpenGLPlatform {
case OpenGL
case OpenGLES
case Both
}
let fileNames = CommandLine.arguments.dropFirst()
var allConvertedGLShaders = ""
var allConvertedGLESShaders = ""
... | /content/code_sandbox/framework/Source/Operations/Shaders/ShaderConverter.sh | shell | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 569 |
```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/WeakPixelInclusion_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 343 |
```glsl
attribute vec4 position;
varying vec3 colorFactor;
void main()
{
colorFactor = vec3(0.0, 0.0, 1.0);
gl_Position = vec4(-1.0 + (position.z * 0.0078125), 0.0, 0.0, 1.0);
gl_PointSize = 1.0;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramBlueSampling.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()
{
mediump vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
mediump vec4 textureColor2 = texture2D(inputImageTexture2, ... | /content/code_sandbox/framework/Source/Operations/Shaders/ScreenBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 119 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float sensitivity;
void main()
{
mediump vec3 derivativeElements = texture2D(inputImageTexture, textureCoordinate).rgb;
mediump float derivativeDifference = derivativeElements.x - derivativeElements.y;
med... | /content/code_sandbox/framework/Source/Operations/Shaders/ShiTomasiFeatureDetector_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 183 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
attribute vec4 inputTextureCoordinate2;
attribute vec4 inputTextureCoordinate3;
attribute vec4 inputTextureCoordinate4;
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
varying vec2 textureCoordinate3;
varying vec2 textureCoordinat... | /content/code_sandbox/framework/Source/Operations/Shaders/FourInput.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 121 |
```glsl
/*
This equation is a simplification of the general blending equation. It assumes the destination color is opaque, and therefore drops the destination color's alpha term.
D = C1 * C1a + C2 * C2a * (1 - C1a)
where D is the resultant color, C1 is the color of the first element, C1a is the alpha of the first ... | /content/code_sandbox/framework/Source/Operations/Shaders/NormalBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 552 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
varying vec2 textureCoordinate;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/OneInput.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 40 |
```glsl
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
varying vec2 threeStepsPositiveTextureCoordinate;
varying vec2 threeStepsNegativeTex... | /content/code_sandbox/framework/Source/Operations/Shaders/Dilation4_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 390 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float threshold;
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
float luminance = dot(textureColor.rgb, W);
float thresholdResult = step(lu... | /content/code_sandbox/framework/Source/Operations/Shaders/Solarize_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 122 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
varying vec2 textureCoordinate;
varying float height;
void main()
{
gl_Position = position;
textureCoordinate = vec2(inputTextureCoordinate.x, 0.5);
height = 1.0 - inputTextureCoordinate.y;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramDisplay.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 65 |
```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_... | /content/code_sandbox/framework/Source/Operations/Shaders/DifferenceBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 95 |
```glsl
precision highp float;
varying vec2 textureCoordinate;
varying vec2 pointATextureCoordinate;
varying vec2 pointBTextureCoordinate;
varying vec2 pointCTextureCoordinate;
varying vec2 pointDTextureCoordinate;
varying vec2 pointETextureCoordinate;
varying vec2 pointFTextureCoordinate;
varying vec2 pointGTextureCo... | /content/code_sandbox/framework/Source/Operations/Shaders/ColourFASTDecriptor_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 689 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float gamma;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4(pow(textureColor.rgb, vec3(gamma)), textureColor.w);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Gamma_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 70 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2; // lookup texture
uniform float intensity;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
float blueColor = textureColor... | /content/code_sandbox/framework/Source/Operations/Shaders/Lookup_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 446 |
```glsl
// Luminosity 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) {
... | /content/code_sandbox/framework/Source/Operations/Shaders/LuminosityBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 416 |
```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/DirectionalSobelEdgeDetection_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 459 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float threshold;
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
highp float luminance = dot(textureColor.rgb, W);
h... | /content/code_sandbox/framework/Source/Operations/Shaders/Solarize_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 135 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float aspectRatio;
uniform highp vec2 center;
uniform highp float radius;
uniform highp float scale;
void main()
{
highp vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspectRatio + 0.... | /content/code_sandbox/framework/Source/Operations/Shaders/PinchDistortion_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 219 |
```glsl
// Shader code based on Apple's CIChromaKeyFilter example: path_to_url#samplecode/CIChromaKeyFilter/Introduction/Intro.html
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform float thresholdSensitivity;
uniform float smoothing;
uniform vec3 colorToReplace;
uniform sampler2D inputImageTex... | /content/code_sandbox/framework/Source/Operations/Shaders/ChromaKeyBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 369 |
```glsl
precision lowp float;
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float intensity;
uniform vec3 firstColor;
uniform vec3 secondColor;
const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
lowp vec4 textureColor = texture2D(inputImageTe... | /content/code_sandbox/framework/Source/Operations/Shaders/FalseColor_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 133 |
```glsl
// Color 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) {
floa... | /content/code_sandbox/framework/Source/Operations/Shaders/ColorBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 414 |
```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/Toon_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 448 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
uniform vec2 directionalTexelStep;
varying vec2 textureCoordinate;
varying vec2 oneStepBackTextureCoordinate;
varying vec2 twoStepsBackTextureCoordinate;
varying vec2 threeStepsBackTextureCoordinate;
varying vec2 fourStepsBackTextureCoordinate;
v... | /content/code_sandbox/framework/Source/Operations/Shaders/MotionBlur.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 295 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
highp float blurredInput = texture2D(inputImageTexture, textureCoordinate).r;
highp float localLuminance = texture2D(inputImageTexture2... | /content/code_sandbox/framework/Source/Operations/Shaders/AdaptiveThreshold_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 127 |
```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/PrewittEdgeDetection_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 336 |
```glsl
uniform sampler2D inputImageTexture;
varying vec2 textureCoordinate;
uniform vec2 vignetteCenter;
uniform vec3 vignetteColor;
uniform float vignetteStart;
uniform float vignetteEnd;
void main()
{
vec4 sourceImageColor = texture2D(inputImageTexture, textureCoordinate);
float d = distance(textureCoordin... | /content/code_sandbox/framework/Source/Operations/Shaders/Vignette_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 128 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
vec2 sampleDivisor = vec2(1.0 / 200.0, 1.0 / 320.0);
//highp vec4 colorDivisor = vec4(colorDepth);
vec2 samplePos = textureCoordinate - mod(textureCoordinate, sampleDivisor);
vec4 color = texture2D(inputIma... | /content/code_sandbox/framework/Source/Operations/Shaders/CGAColorspace_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 418 |
```glsl
// Shader code based on Apple's CIChromaKeyFilter example: path_to_url#samplecode/CIChromaKeyFilter/Introduction/Intro.html
varying vec2 textureCoordinate;
uniform float thresholdSensitivity;
uniform float smoothing;
uniform vec3 colorToReplace;
uniform sampler2D inputImageTexture;
void main()
{
vec4 tex... | /content/code_sandbox/framework/Source/Operations/Shaders/ChromaKey_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 330 |
```glsl
uniform sampler2D inputImageTexture;
varying vec2 outputTextureCoordinate;
varying vec2 upperLeftInputTextureCoordinate;
varying vec2 upperRightInputTextureCoordinate;
varying vec2 lowerLeftInputTextureCoordinate;
varying vec2 lowerRightInputTextureCoordinate;
void main()
{
vec4 upperLeftColor = texture2... | /content/code_sandbox/framework/Source/Operations/Shaders/AverageColor_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 171 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform lowp float mixturePercent;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp vec4 textureColor2 = textur... | /content/code_sandbox/framework/Source/Operations/Shaders/AlphaBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 117 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float crossHatchSpacing;
uniform float lineWidth;
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
float luminance = dot(texture2D(inputImageTexture, textureCoordinate).rgb, W);
vec4 colorToDisplay = vec4(1.0... | /content/code_sandbox/framework/Source/Operations/Shaders/Crosshatch_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 408 |
```glsl
varying highp vec2 textureCoordinate;
varying highp float height;
uniform sampler2D inputImageTexture;
lowp vec4 backgroundColor = vec4(0.0, 0.0, 0.0, 0.0);
void main()
{
lowp vec3 colorChannels = texture2D(inputImageTexture, textureCoordinate).rgb;
lowp vec4 heightTest = vec4(step(height, colorChanne... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramDisplay_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 124 |
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