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< h1 align = center > Fragmented< / h1 >
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< p align = center > Create image filters by writing shaders.< / p >
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## Supported Platforms
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- Linux
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You can find the latest releases [here ](https://github.com/ChaoticByte/Fragmented/releases/latest ).
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## Usage
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The repo includes examples. You can use them as a starting-point to write your own filters.
Just load an image using `//!load` , edit the shader code and hit `F5` to see the changes.
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### Load TEXTURE using the `//!load` directive
```glsl
//!load < filepath >
```
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The main image file will be read and available as the sampler2D `TEXTURE` .
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#### Load additional images
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```glsl
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//!load+ < name > < filepath >
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uniform sampler2D < name > ;
```
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Have a look at the `place_texture.gdshader` example.
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### Have multiple steps with `//!steps n`
You can apply your shaderfile multiple times. At every additional step, `TEXTURE` is the result of the previous step. This can be used to chain effects that cannot be easily chained otherwise.
To query the current step index, a `STEP` uniform is automatically injected. If `steps` is set to `0` , your shader won't be applied at all.
Example:
```glsl
//!load ...
//!steps 5
void fragment() {
if (STEP == 0) {
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...
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} else if (STEP == 1) {
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...
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}
// ... and so on
}
```
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## Shaderlib
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This repo comes with a (still small) shader library including pre-written functions and more.
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Have a look at the `shaderlib` folder.
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Here is an example:
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```glsl
shader_type canvas_item;
#include "res://shaderlib/hsv.gdshaderinc"
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//!load ./examples/images/swamp.jpg
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void fragment() {
COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0);
}
```