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Resources: Add AGS-001 filter
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varying vec2 texCoord;
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uniform sampler2D tex;
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void main() {
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vec4 color = texture2D(tex, texCoord);
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vec3 arrayX[4];
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arrayX[0] = vec3(1.0, 0.2, 0.2);
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arrayX[1] = vec3(0.2, 1.0, 0.2);
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arrayX[2] = vec3(0.2, 0.2, 1.0);
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arrayX[3] = vec3(0.4, 0.4, 0.4);
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vec3 arrayY[4];
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arrayY[0] = vec3(1.0, 1.0, 1.0);
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arrayY[1] = vec3(1.0, 1.0, 1.0);
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arrayY[2] = vec3(1.0, 1.0, 1.0);
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arrayY[3] = vec3(0.8, 0.8, 0.8);
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vec3 bleed = vec3(0.7, 0.7, 0.7);
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vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(1.5, 1.5);
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bleed += (pow(dot(radius, radius), 3.0) + vec3(0.06, 0.1, 0.2)) * vec3(0.8, 0.88, 1.2);
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color.rgb = pow(color.rgb + vec3(0.1, 0.12, 0.2), vec3(1.6, 1.6, 1.6)) * bleed + vec3(0.16, 0.18, 0.22);
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color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))];
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color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))];
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color.a = 0.5;
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gl_FragColor = color;
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}
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[shader]
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name=AGS-001
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author=endrift
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description=A pristine recreation of the illumated Game Boy Advance SP
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passes=1
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[pass.0]
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fragmentShader=ags001.fs
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blend=1
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width=960
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height=640
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