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<renderpath> | |
<command type="quad" tag="Invert" vs="Invert" ps="Invert" output="viewport"> | |
<texture unit="diffuse" name="viewport" /> | |
</command> | |
</renderpath> |
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#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); |
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<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> |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
#include "Lighting.glsl" | |
varying vec2 vScreenPos; | |
uniform float vx_offset; | |
void VS() |
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<renderpath> | |
<command type="quad" tag="Infrared" vs="Infrared" ps="Infrared" output="viewport"> | |
<texture unit="diffuse" name="viewport" /> | |
</command> | |
</renderpath> |
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<renderpath> | |
<command type="quad" tag="Toon" vs="Toon" ps="Toon" output="viewport"> | |
<texture unit="diffuse" name="viewport" /> | |
</command> | |
</renderpath> |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
#include "Lighting.glsl" | |
varying vec2 vScreenPos; | |
precision mediump float; |
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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 |
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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) |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
varying vec2 vScreenPos; |