Skip to content

Instantly share code, notes, and snippets.

<renderpath>
<command type="quad" tag="Invert" vs="Invert" ps="Invert" output="viewport">
<texture unit="diffuse" name="viewport" />
</command>
</renderpath>
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Lighting.glsl"
varying vec2 vScreenPos;
precision mediump float;
uniform vec2 resolution = vec2(1366.0,768.0);
@rasteron
rasteron / Fire.xml
Last active February 24, 2016 22:19
<renderpath>
<command type="quad" tag="Fire" vs="Fire" ps="Fire" output="viewport">
<parameter name="ElapsedTime" value="1.0" />
<parameter name="Speed" value="0.5 0.5" />
<texture unit="diffuse" name="viewport" />
</command>
</renderpath>
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Lighting.glsl"
varying vec2 vScreenPos;
uniform float vx_offset;
void VS()
<renderpath>
<command type="quad" tag="Infrared" vs="Infrared" ps="Infrared" output="viewport">
<texture unit="diffuse" name="viewport" />
</command>
</renderpath>
<renderpath>
<command type="quad" tag="Toon" vs="Toon" ps="Toon" output="viewport">
<texture unit="diffuse" name="viewport" />
</command>
</renderpath>
@rasteron
rasteron / Toon.glsl
Last active February 23, 2016 00:17
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Lighting.glsl"
varying vec2 vScreenPos;
precision mediump float;
package away3d.filters.task
{
import flash.display3D.Context3DProgramType;
import flash.display3D.textures.Texture;
import away3d.cameras.Camera3D;
import away3d.core.managers.Stage3DProxy;
import away3d.filters.tasks.Filter3DTaskBase;
public class Filter3DFXAATask extends Filter3DTaskBase
package away3d.filters
{
import away3d.filters.Filter3DBase;
import away3d.filters.task.Filter3DFXAATask;
public class FXAAFilter3D extends Filter3DBase
{
private var _fxaaTask:Filter3DFXAATask;
public function FXAAFilter3D(span:Number = 8, reduce:Number = 128, w:Number = 1024, h:Number = 1024)
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 vScreenPos;