ported the University CGI demo from WINDOWS + GLUT + GLEW + GLU + OpenGL 4 to LINUX WAYLAND + EGL + GLES 2 with minimal cuts
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27
GL_STUFF/SOURCES/EFFECTS/TEX_MERGER/fragmentShader_merger.glsl
Executable file
27
GL_STUFF/SOURCES/EFFECTS/TEX_MERGER/fragmentShader_merger.glsl
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#version 300 es
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/*this will affect all the float guys (float, vecN, matN )*/
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precision mediump float;
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in vec3 fragPos;
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in vec2 frag_uv; //coordinate 2d di texure
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uniform sampler2D inTex1; //campionatore 2d
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uniform sampler2D inTex2;
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out vec4 FragColor;
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vec4 max4(vec4 a, vec4 b){
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return vec4( max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w));
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}
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void main()
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{
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float mergeFac = 0.6;
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float adjFac = 1.5;
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//FragColor = vec4(1.0f, 1.0f, 0, 1);
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FragColor = mix(texture(inTex1, frag_uv), texture(inTex2, frag_uv), mergeFac);
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FragColor = vec4( clamp( 0, 1, adjFac * FragColor.x), clamp( 0, 1, adjFac * FragColor.y), clamp( 0, 1, adjFac * FragColor.z), clamp( 0, 1, adjFac * FragColor.w));
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//FragColor = 0.25 * texture(inTex1, frag_uv) + 0.75 * texture(inTex2, frag_uv);//max4(texture(inTex1, frag_uv) , texture(inTex2, frag_uv));
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}
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20
GL_STUFF/SOURCES/EFFECTS/TEX_MERGER/vertexShader_merger.glsl
Executable file
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GL_STUFF/SOURCES/EFFECTS/TEX_MERGER/vertexShader_merger.glsl
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#version 300 es
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/*this will affect all the float guys (float, vecN, matN )*/
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precision mediump float;
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layout (location = 0) in vec3 vertPos; // Attributo Posizione
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out vec3 fragPos;
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out vec2 frag_uv;
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void main()
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{
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float adjustedU = (vertPos.x + 1) / 2;
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float adjustedV = (vertPos.y + 1) / 2;
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frag_uv = vec2(adjustedU, adjustedV);
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fragPos = vertPos;
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gl_Position = vec4(fragPos, 1);
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}
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