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filters.xml
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filters.xml
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<filters>
<filter>
<name>Diagonal Flip (Top Left)</name>
<vertex>shaders/d1_flip_vertex.glsl</vertex>
<fragment>shaders/filters/no_filter.glsl</fragment>
<description>Flip the screen on the diagonal going from the top left to the bottom right</description>
<uniforms></uniforms>
</filter>
<filter>
<name>Diagonal Flip (Top Right)</name>
<vertex>shaders/d2_flip_vertex.glsl</vertex>
<fragment>shaders/filters/no_filter.glsl</fragment>
<description>Flip the screen on the diagonal going from the top right to the bottom left</description>
<uniforms></uniforms>
</filter>
<filter>
<name>Horizontal Gaussian Blur</name>
<vertex>shaders/vertex.glsl</vertex>
<fragment>shaders/filters/gaussian_horizontal.glsl</fragment>
<description>Apply a horizontal gaussian blur</description>
<uniforms></uniforms>
</filter>
<filter>
<name>Vertical Gaussian Blur</name>
<vertex>shaders/vertex.glsl</vertex>
<fragment>shaders/filters/gaussian_vertical.glsl</fragment>
<description>Apply a vertical gaussian blur</description>
<uniforms></uniforms>
</filter>
<filter>
<name>Horizontal Flip</name>
<vertex>shaders/h_flip_vertex.glsl</vertex>
<fragment>shaders/filters/no_filter.glsl</fragment>
<description>Flip the screen horizontally</description>
<uniforms></uniforms>
</filter>
<filter>
<name>Vertical Flip</name>
<vertex>shaders/v_flip_vertex.glsl</vertex>
<fragment>shaders/filters/no_filter.glsl</fragment>
<description>Flip the screen vertically</description>
<uniforms></uniforms>
</filter>
<filter>
<name>Fish Eye</name>
<vertex>shaders/vertex.glsl</vertex>
<fragment>shaders/filters/fish_eye.glsl</fragment>
<description>Apply a fish-eye effect at the center of the screen</description>
<uniforms>
<uniform type="float" name="strength" default="1.5"/>
</uniforms>
</filter>
<filter>
<name>Edge Detector</name>
<vertex>shaders/vertex.glsl</vertex>
<fragment>shaders/filters/edge.glsl</fragment>
<description>Detect and show the edges present on screen</description>
<uniforms></uniforms>
</filter>
<filter>
<name>Grayscale</name>
<vertex>shaders/vertex.glsl</vertex>
<fragment>shaders/filters/grayscale.glsl</fragment>
<description>Render the screen as a grayscale image</description>
<uniforms></uniforms>
</filter>
<filter>
<name>Cross Stiching</name>
<vertex>shaders/vertex.glsl</vertex>
<fragment>shaders/filters/cross_stiching.glsl</fragment>
<description>Replaces pixels by crosses of specified size</description>
<uniforms>
<uniform type="float" name="cross_size" default="6"/>
<uniform type="bool" name="invert" default="true"/>
</uniforms>
</filter>
<filter>
<name>Toonify</name>
<vertex>shaders/vertex.glsl</vertex>
<fragment>shaders/filters/toonify.glsl</fragment>
<description>Toonify</description>
<uniforms>
<uniform type="float" name="edge_low" default="0.2"/>
<uniform type="float" name="edge_high" default="5"/>
</uniforms>
</filter>
<filter>
<name>Demo Filter</name>
<vertex>shaders/myVertex.glsl</vertex>
<fragment>shaders/filters/myFragment.glsl</fragment>
<description>My Filter description</description>
<uniforms>
<uniform type="int" name="demo_int" default="6"/>
<uniform type="float" name="demo_float" default="6"/>
<uniform type="bool" name="demo_bool" default="true"/>
<uniform type="vec3" name="demo_vec" default="0; 1; 2"/>
<uniform type="mat3" name="demo_mat" default="0; 1; 2; 3; 4; 5; 6; 7; 8"/>
</uniforms>
</filter>
</filters>