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#version 420 core | |
uniform float fGlobalTime; // in seconds | |
uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
uniform float fFrameTime; // duration of the last frame, in seconds | |
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq | |
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients | |
uniform sampler1D texFFTIntegrated; // this is continually increasing | |
uniform sampler2D texPreviousFrame; // screenshot of the previous frame |
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Shader "Custom/GrabPass" | |
{ | |
SubShader | |
{ | |
Tags { "Queue" = "Overlay" } | |
GrabPass | |
{ | |
"_UVTenkaiGrabTex" | |
} | |
Pass |
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Shader "SFX/LUT" | |
{ | |
Properties | |
{ | |
[NoScaleOffset]_LUTTex ("LUT Texture", 2D) = "white" { } | |
} | |
SubShader | |
{ | |
Tags { "RenderType" = "Overlay" "Queue" = "Overlay" "ForceNoShadowCasting" = "True" "IgnoreProjector" = "True" "PreviewType" = "Plane" "DisableBatching" = "True" } | |
Cull Front |
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#version 300 es | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
out vec4 outColor; |
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Shader "Unlit/Uint4Copy" | |
{ | |
Properties | |
{ | |
[NoScaleOffset] _MainTex ("Texture", 2D) = "white" { } | |
} | |
SubShader | |
{ | |
Tags { "RenderType" = "Opaque" } | |
Pass |
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precision highp float; | |
uniform vec2 resolution; | |
uniform vec2 mouse; | |
uniform float time; | |
uniform sampler2D backbuffer; | |
out vec4 outColor; | |
#define iChannel1 backbuffer | |
#define iResolution resolution | |
#define iTime time |
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import tkinter as tk | |
from tkinterdnd2 import DND_FILES, TkinterDnD | |
class App(tk.Frame): | |
def __init__(self, master=None): | |
super().__init__(master) | |
self.create_widgets() | |
def create_widgets(self): |
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/// こちらはオリジナルのソースコード | |
/// https://gist.github.com/wakagomo/fe74ec4a7b74f2e3299a7f2ecc359722 | |
/// に追記したものです。 | |
/// | |
/// オリジナルとの違い: | |
/// - 0x00FF00が透過する | |
/// - 透過していない部分は常に最上面に表示されるが、透過した部分はそのままクリックできる | |
using System; | |
using System.Runtime.InteropServices; |