30 lines
		
	
	
		
			787 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			30 lines
		
	
	
		
			787 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform float channel;
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void main(){
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    switch(int(channel)){
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        case 0:
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        FragColor = vec4(texture(screenTexture, TexCoords).r,0,0,1);
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        break;
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        case 1:
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        FragColor = vec4(0,texture(screenTexture, TexCoords).g,0,1);
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        break;
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        case 2:
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        FragColor = vec4(0,0,texture(screenTexture, TexCoords).b,1);
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        break;
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        case 3:
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        FragColor = vec4(texture(screenTexture, TexCoords).a,texture(screenTexture, TexCoords).a,texture(screenTexture, TexCoords).a,1);
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        break;
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        case 4:
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        FragColor = vec4(vec3(texture(screenTexture, TexCoords)),1.0);
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        default:
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        FragColor = vec4(1,1,1,1);
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        break;
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    }
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} |