__  __    __   __  _____      _            _          _____ _          _ _ 
 |  \/  |   \ \ / / |  __ \    (_)          | |        / ____| |        | | |
 | \  / |_ __\ V /  | |__) | __ ___   ____ _| |_ ___  | (___ | |__   ___| | |
 | |\/| | '__|> <   |  ___/ '__| \ \ / / _` | __/ _ \  \___ \| '_ \ / _ \ | |
 | |  | | |_ / . \  | |   | |  | |\ V / (_| | ||  __/  ____) | | | |  __/ | |
 |_|  |_|_(_)_/ \_\ |_|   |_|  |_| \_/ \__,_|\__\___| |_____/|_| |_|\___V 2.1
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// Implicit uniforms:
// uniform sampler2D PREFIX(dither_tex);
// uniform vec2 PREFIX(tc_scale);
// uniform float PREFIX(round_fac), PREFIX(inv_round_fac);

// See footer.frag for details about this if statement.
#ifndef YCBCR_ALSO_OUTPUT_RGBA
#define YCBCR_ALSO_OUTPUT_RGBA 0
#endif

#if YCBCR_ALSO_OUTPUT_RGBA

// There are two values to dither; otherwise, exactly the same as the algorithm below
// (so comments are not duplicated).

vec4[2] FUNCNAME(vec2 tc) {
	vec4[2] result = INPUT(tc);
	float d = tex2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).x;
	result[0].rgb += vec3(d);
	result[1].rgb += vec3(d);

#if NEED_EXPLICIT_ROUND
	result[0] = round(result[0] * vec4(PREFIX(round_fac))) * vec4(PREFIX(inv_round_fac));
	result[1] = round(result[1] * vec4(PREFIX(round_fac))) * vec4(PREFIX(inv_round_fac));
#endif

	return result;
}

#else

vec4 FUNCNAME(vec2 tc) {
	vec4 result = INPUT(tc);
	float d = tex2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).x;

	// Don't dither alpha; the case of alpha=255 (1.0) is very important to us,
	// and if there's any inaccuracy earlier in the chain so that it becomes e.g.
	// 254.8, it's better to just get it rounded off than to dither and have it
	// possibly get down to 254. This is not the case for the color components.
	result.rgb += vec3(d);

	// NEED_EXPLICIT_ROUND will be #defined to 1 if the GPU has inaccurate
	// fp32 -> int8 framebuffer rounding, and 0 otherwise.
#if NEED_EXPLICIT_ROUND
	result = round(result * vec4(PREFIX(round_fac))) * vec4(PREFIX(inv_round_fac));
#endif

	return result;
}

#endif

Filemanager

Name Type Size Permission Actions
alpha_division_effect.frag File 262 B 0644
alpha_multiplication_effect.frag File 77 B 0644
blur_effect.frag File 661 B 0644
colorspace_conversion_effect.frag File 246 B 0644
complex_modulate_effect.frag File 331 B 0644
deconvolution_sharpen_effect.frag File 1.42 KB 0644
deinterlace_effect.comp File 8.44 KB 0644
deinterlace_effect.frag File 8.08 KB 0644
dither_effect.frag File 1.52 KB 0644
fft_pass_effect.frag File 952 B 0644
flat_input.frag File 536 B 0644
footer.comp File 1.03 KB 0644
footer.frag File 1.91 KB 0644
gamma_compression_effect.frag File 738 B 0644
gamma_expansion_effect.frag File 542 B 0644
header.130.frag File 94 B 0644
header.150.frag File 94 B 0644
header.300es.frag File 121 B 0644
header.comp File 617 B 0644
highlight_cutoff_effect.frag File 79 B 0644
identity.frag File 107 B 0644
lift_gamma_gain_effect.frag File 632 B 0644
luma_mix_effect.frag File 1.75 KB 0644
mirror_effect.frag File 101 B 0644
mix_effect.frag File 1.73 KB 0644
multiply_effect.frag File 63 B 0644
overlay_effect.frag File 929 B 0644
overlay_matte_effect.frag File 235 B 0644
padding_effect.frag File 843 B 0644
resample_effect.frag File 2.37 KB 0644
sandbox_effect.frag File 148 B 0644
saturation_effect.frag File 223 B 0644
slice_effect.frag File 1.05 KB 0644
texture1d.130.frag File 154 B 0644
texture1d.150.frag File 154 B 0644
texture1d.300es.frag File 181 B 0644
vignette_effect.frag File 627 B 0644
vs.130.vert File 571 B 0644
vs.150.vert File 571 B 0644
vs.300es.vert File 598 B 0644
vs.vert File 575 B 0644
white_balance_effect.frag File 177 B 0644
ycbcr_422interleaved_input.frag File 813 B 0644
ycbcr_conversion_effect.frag File 932 B 0644
ycbcr_input.frag File 1.23 KB 0644
Filemanager