__  __    __   __  _____      _            _          _____ _          _ _ 
 |  \/  |   \ \ / / |  __ \    (_)          | |        / ____| |        | | |
 | \  / |_ __\ V /  | |__) | __ ___   ____ _| |_ ___  | (___ | |__   ___| | |
 | |\/| | '__|> <   |  ___/ '__| \ \ / / _` | __/ _ \  \___ \| '_ \ / _ \ | |
 | |  | | |_ / . \  | |   | |  | |\ V / (_| | ||  __/  ____) | | | |  __/ | |
 |_|  |_|_(_)_/ \_\ |_|   |_|  |_| \_/ \__,_|\__\___| |_____/|_| |_|\___V 2.1
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// DIRECTION_VERTICAL will be #defined to 1 if we are scaling vertically,
// and 0 otherwise.

// Implicit uniforms:
// uniform sampler2D PREFIX(sample_tex);
// uniform int PREFIX(num_samples);
// uniform float PREFIX(num_loops);
// uniform float PREFIX(sample_x_scale);
// uniform float PREFIX(sample_x_offset);
// uniform float PREFIX(slice_height);

// We put the fractional part of the offset (-0.5 to 0.5 pixels) in the weights
// because we have to (otherwise they'd do nothing). However, the support texture
// has limited numerical precision; we'd need as much of it as we can for
// getting the subpixel sampling right, and adding a large constant to each value
// will reduce the precision further. Thus, the non-fractional part of the offset
// is sent in through a uniform that we simply add in. (It should be said that
// for high values of (dst_size/num_loop), we're pretty much hosed anyway wrt.
// this accuracy.)
//
// Unfortunately, we cannot just do it at the beginning of the shader,
// since the texcoord value is used to index into the support texture,
// and if zoom != 1, the support texture will not wrap properly, causing
// us to read the wrong texels. (Also remember that whole_pixel_offset is
// measured in _input_ pixels and tc is in _output_ pixels, although we could
// compensate for that.) However, the shader should be mostly bandwidth bound
// and not ALU bound, so an extra add per sample shouldn't be too hopeless.
//
// Implicitly declared:
// uniform float PREFIX(whole_pixel_offset);

// Sample a single weight. First fetch information about where to sample
// and the weight from sample_tex, and then read the pixel itself.
vec4 PREFIX(do_sample)(vec2 tc, int i)
{
	vec2 sample_tc;
	sample_tc.x = float(i) * PREFIX(sample_x_scale) + PREFIX(sample_x_offset);
#if DIRECTION_VERTICAL
	sample_tc.y = tc.y * PREFIX(num_loops);
#else
	sample_tc.y = tc.x * PREFIX(num_loops);
#endif
	vec2 sample = tex2D(PREFIX(sample_tex), sample_tc).rg;

#if DIRECTION_VERTICAL
	tc.y = sample.g + (floor(sample_tc.y) * PREFIX(slice_height) + PREFIX(whole_pixel_offset));
#else
	tc.x = sample.g + (floor(sample_tc.y) * PREFIX(slice_height) + PREFIX(whole_pixel_offset));
#endif
	return vec4(sample.r) * INPUT(tc);
}

vec4 FUNCNAME(vec2 tc) {
	vec4 sum = PREFIX(do_sample)(tc, 0);
	for (int i = 1; i < PREFIX(num_samples); ++i) {
		sum += PREFIX(do_sample)(tc, i);
	}
	return sum;
}

#undef DIRECTION_VERTICAL

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