First commit desu
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16
shaders/glsl/mfx_dirt.fp
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16
shaders/glsl/mfx_dirt.fp
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vec3 lensdirt( in vec3 res, in vec2 coord )
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{
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vec2 nr = textureSize(InputTexture,0)/textureSize(NoiseTexture,0);
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vec3 ncolc = texture(NoiseTexture,coord*dirtmc*nr).rgb;
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vec2 ds = vec2(res.r+res.g,res.g+res.b)/2.0;
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res = mix(res,(ncolc.r+1.0)*res,dirtcfactor*clamp(1.0-(ds.x+ds.y)*0.25,0.0,1.0));
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return res;
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}
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void main()
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{
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vec2 coord = TexCoord;
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vec4 res = texture(InputTexture,coord);
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res.rgb = lensdirt(res.rgb,coord);
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FragColor = res;
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}
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