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Tweaked CRT shaders
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parent
1e9bc96191
commit
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3 changed files with 345 additions and 32 deletions
127
neo/shaders/builtin/post/crt_mattias.ps.hlsl
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127
neo/shaders/builtin/post/crt_mattias.ps.hlsl
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/*
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===========================================================================
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newpixie CRT
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Copyright (c) 2016 Mattias Gustavsson
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Copyright (c) 2023 Robert Beckebans
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MIT License
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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===========================================================================
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*/
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#include <global_inc.hlsl>
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// *INDENT-OFF*
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Texture2D t_CurrentRender : register( t0 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_BlueNoise : register( t1 VK_DESCRIPTOR_SET( 0 ) );
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SamplerState LinearSampler : register(s0 VK_DESCRIPTOR_SET( 1 ) );
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SamplerState samp1 : register(s1 VK_DESCRIPTOR_SET( 1 ) ); // blue noise 256
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struct PS_IN
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{
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float4 position : SV_Position;
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float2 texcoord0 : TEXCOORD0_centroid;
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};
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struct PS_OUT
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{
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float4 color : SV_Target0;
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};
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// *INDENT-ON*
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float2 curve( float2 uv, float curvature )
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{
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uv = ( uv - 0.5 ) * 2.0;
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uv *= 1.1;
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uv.x *= 1.0 + pow( ( abs( uv.y ) / 5.0 ), 2.0 );
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uv.y *= 1.0 + pow( ( abs( uv.x ) / 4.0 ), 2.0 );
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uv = ( uv / curvature ) + 0.5;
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uv = uv * 0.92 + 0.04;
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return uv;
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}
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void main( PS_IN fragment, out PS_OUT result )
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{
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float2 iResolution = rpWindowCoord.zw;
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float iTime = rpJitterTexOffset.x;
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float2 q = fragment.texcoord0.xy;
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q = saturate( q );
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float2 uv = q;
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if( rpWindowCoord.x > 0.0 )
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{
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uv = curve( uv, 2.0 );
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}
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// wiggle
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float x = 0.0; //sin( 0.3 * iTime + uv.y * 21.0 ) * sin( 0.7 * iTime + uv.y * 29.0 ) * sin( 0.3 + 0.33 * iTime + uv.y * 31.0 ) * 0.0017;
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float3 col;
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col.r = t_CurrentRender.Sample( LinearSampler, float2( x + uv.x + 0.001, uv.y + 0.001 ) ).x + 0.05;
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col.g = t_CurrentRender.Sample( LinearSampler, float2( x + uv.x + 0.000, uv.y - 0.002 ) ).y + 0.05;
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col.b = t_CurrentRender.Sample( LinearSampler, float2( x + uv.x - 0.002, uv.y + 0.000 ) ).z + 0.05;
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/* Ghosting */
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#if 1
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col.r += 0.08 * t_CurrentRender.Sample( LinearSampler, 0.75 * float2( x + 0.025, -0.027 ) + float2( uv.x + 0.001, uv.y + 0.001 ) ).x;
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col.g += 0.05 * t_CurrentRender.Sample( LinearSampler, 0.75 * float2( x + -0.022, -0.02 ) + float2( uv.x + 0.000, uv.y - 0.002 ) ).y;
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col.b += 0.08 * t_CurrentRender.Sample( LinearSampler, 0.75 * float2( x + -0.02, -0.018 ) + float2( uv.x - 0.002, uv.y + 0.000 ) ).z;
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#endif
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/* Level adjustment (curves) */
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col = clamp( col * 0.6 + 0.4 * col * col * 1.0, 0.0, 1.0 );
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/* Vignette */
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float vig = ( 0.0 + 1.0 * 16.0 * uv.x * uv.y * ( 1.0 - uv.x ) * ( 1.0 - uv.y ) );
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col *= _float3( pow( vig, 0.3 ) );
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col *= float3( 0.95, 1.05, 0.95 );
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col *= 2.8;
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/* Scanlines */
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float scans = clamp( 0.35 + 0.35 * sin( 3.5 * iTime + uv.y * iResolution.y * 1.5 ), 0.0, 1.0 );
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float s = pow( scans, 1.7 );
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col = col * _float3( 0.4 + 0.7 * s ) ;
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col *= 1.0 + 0.01 * sin( 110.0 * iTime );
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if( uv.x < 0.0 || uv.x > 1.0 )
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{
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col *= 0.0;
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}
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if( uv.y < 0.0 || uv.y > 1.0 )
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{
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col *= 0.0;
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}
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col *= 1.0 - 0.65 * _float3( clamp( ( fmod( fragment.texcoord0.x, 2.0 ) - 1.0 ) * 2.0, 0.0, 1.0 ) );
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float comp = smoothstep( 0.1, 0.9, sin( iTime ) );
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// Remove the next line to stop cross-fade between original and postprocess
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//col = mix( col, oricol, comp );
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result.color = float4( col.x, col.y, col.z, 1.0 );
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}
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55
neo/shaders/builtin/post/crt_mattias.vs.hlsl
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neo/shaders/builtin/post/crt_mattias.vs.hlsl
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "global_inc.hlsl"
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// *INDENT-OFF*
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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float4 position : SV_Position;
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float2 texcoord0 : TEXCOORD0_centroid;
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};
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// *INDENT-ON*
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void main( VS_IN vertex, out VS_OUT result )
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{
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result.position = vertex.position;
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result.position.y = -result.position.y;
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result.texcoord0 = vertex.texcoord;
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}
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@ -50,74 +50,205 @@ struct PS_OUT
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// *INDENT-ON*
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float2 curve( float2 uv )
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float3 tsample( Texture2D tex, vec2 tc, float offs, vec2 resolution )
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{
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#if 1
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//tc = tc * vec2( 1.025, 0.92 ) + vec2( -0.0125, 0.04 );
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float3 s = pow( abs( tex.Sample( LinearSampler, vec2( tc.x, 1.0 - tc.y ) ).rgb ), _float3( 2.2 ) );
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return s * _float3( 1.25 );
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#else
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float3 s = tex.Sample( LinearSampler, vec2( tc.x, 1.0 - tc.y ) ).rgb;
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return s;
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#endif
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}
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float3 filmic( float3 LinearColor )
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{
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float3 x = max( _float3( 0.0 ), LinearColor - _float3( 0.004 ) );
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return ( x * ( 6.2 * x + 0.5 ) ) / ( x * ( 6.2 * x + 1.7 ) + 0.06 );
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}
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float2 curve( float2 uv, float curvature )
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{
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uv = ( uv - 0.5 ) * 2.0;
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uv *= 1.1;
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uv.x *= 1.0 + pow( ( abs( uv.y ) / 5.0 ), 2.0 );
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uv.y *= 1.0 + pow( ( abs( uv.x ) / 4.0 ), 2.0 );
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uv = ( uv / 2.0 ) + 0.5;
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uv = ( uv / curvature ) + 0.5;
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uv = uv * 0.92 + 0.04;
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return uv;
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}
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float2 curve2( float2 uv, float curvature )
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{
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uv = ( uv - 0.5 ) * 2.0;
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uv *= 1.1;
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uv.x *= 1.0 + pow( ( abs( uv.y ) / 4.0 ), 2.0 );
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uv.y *= 1.0 + pow( ( abs( uv.x ) / 3.0 ), 2.0 );
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uv = ( uv / curvature ) + 0.5;
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uv = uv * 0.92 + 0.04;
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return uv;
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}
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void main( PS_IN fragment, out PS_OUT result )
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{
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//float2 uv = ( fragment.texcoord0 );
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// revised version from RetroArch
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//float4 color = t_Screen.Sample( samp0, uv );
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struct Params
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{
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float curvature;
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float ghosting;
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float scanroll;
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float vignette;
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float wiggle_toggle;
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int FrameCount;
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};
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float2 iResolution = rpWindowCoord.zw;
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float iTime = rpJitterTexOffset.x;
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Params params;
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params.curvature = rpWindowCoord.x;
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params.ghosting = 0.0;
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params.scanroll = 1.0;
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params.wiggle_toggle = 0.0;
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params.vignette = rpWindowCoord.y;
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params.FrameCount = int( rpJitterTexOffset.w );
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float2 q = fragment.texcoord0.xy;
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q = saturate( q );
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// stop time variable so the screen doesn't wiggle
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float time = params.FrameCount % 849 * 36.0;
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float2 uv = fragment.texcoord0.xy;
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uv.y = 1.0 - uv.y;
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uv = saturate( uv );
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float2 uv = q;
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uv = curve( uv );
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float3 oricol = t_CurrentRender.Sample( LinearSampler, float2( q.x, q.y ) ).xyz;
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/* Curve */
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//float2 curved_uv = lerp( curve2( uv, params.curvature ), uv, 0.4 );
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//float scale = -0.101;
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//float2 scuv = curved_uv * ( 1.0 - scale ) + scale / 2.0 + float2( 0.003, -0.001 );
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//uv = scuv;
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float2 curved_uv = uv;
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if( params.curvature > 0.0 )
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{
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curved_uv = curve( uv, 2.0 );
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}
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float2 scuv = curved_uv;
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float2 resolution = rpWindowCoord.zw;
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/* Main color, Bleed */
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float3 col;
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float x = sin( 0.3 * iTime + uv.y * 21.0 ) * sin( 0.7 * iTime + uv.y * 29.0 ) * sin( 0.3 + 0.33 * iTime + uv.y * 31.0 ) * 0.0017;
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float x = params.wiggle_toggle * sin( 0.1 * time + curved_uv.y * 13.0 ) * sin( 0.23 * time + curved_uv.y * 19.0 ) * sin( 0.3 + 0.11 * time + curved_uv.y * 23.0 ) * 0.0012;
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// make time do something again
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time = float( params.FrameCount % 640 * 1 );
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Texture2D backbuffer = t_CurrentRender;
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#if 1
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col.r = tsample( backbuffer, vec2( x + scuv.x + 0.0009, scuv.y + 0.0009 ), resolution.y / 800.0, resolution ).x + 0.02;
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col.g = tsample( backbuffer, vec2( x + scuv.x + 0.0000, scuv.y - 0.0011 ), resolution.y / 800.0, resolution ).y + 0.02;
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col.b = tsample( backbuffer, vec2( x + scuv.x - 0.0015, scuv.y + 0.0000 ), resolution.y / 800.0, resolution ).z + 0.02;
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#else
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col.r = t_CurrentRender.Sample( LinearSampler, float2( x + uv.x + 0.001, uv.y + 0.001 ) ).x + 0.05;
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col.g = t_CurrentRender.Sample( LinearSampler, float2( x + uv.x + 0.000, uv.y - 0.002 ) ).y + 0.05;
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col.b = t_CurrentRender.Sample( LinearSampler, float2( x + uv.x - 0.002, uv.y + 0.000 ) ).z + 0.05;
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col.r += 0.08 * t_CurrentRender.Sample( LinearSampler, 0.75 * float2( x + 0.025, -0.027 ) + float2( uv.x + 0.001, uv.y + 0.001 ) ).x;
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col.g += 0.05 * t_CurrentRender.Sample( LinearSampler, 0.75 * float2( x + -0.022, -0.02 ) + float2( uv.x + 0.000, uv.y - 0.002 ) ).y;
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col.b += 0.08 * t_CurrentRender.Sample( LinearSampler, 0.75 * float2( x + -0.02, -0.018 ) + float2( uv.x - 0.002, uv.y + 0.000 ) ).z;
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#endif
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col = clamp( col * 0.6 + 0.4 * col * col * 1.0, 0.0, 1.0 );
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float vig = ( 0.0 + 1.0 * 16.0 * uv.x * uv.y * ( 1.0 - uv.x ) * ( 1.0 - uv.y ) );
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col *= _float3( pow( vig, 0.3 ) );
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/* Ghosting */
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#if 1
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{
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float o = sin( -fragment.position.y * 1.5 ) / resolution.x;
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x += o * 0.25;
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float ghs = 0.15 * params.ghosting;
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Texture2D blurbuffer = t_CurrentRender; // FIXME
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float3 r = tsample( blurbuffer, float2( x - 0.014 * 1.0, -0.027 ) * 0.85 + 0.007 * float2( 0.35 * sin( 1.0 / 7.0 + 15.0 * curved_uv.y + 0.9 * time ),
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0.35 * sin( 2.0 / 7.0 + 10.0 * curved_uv.y + 1.37 * time ) ) + float2( scuv.x + 0.001, scuv.y + 0.001 ),
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5.5 + 1.3 * sin( 3.0 / 9.0 + 31.0 * curved_uv.x + 1.70 * time ), resolution ).xyz * float3( 0.5, 0.25, 0.25 );
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float3 g = tsample( blurbuffer, float2( x - 0.019 * 1.0, -0.020 ) * 0.85 + 0.007 * float2( 0.35 * cos( 1.0 / 9.0 + 15.0 * curved_uv.y + 0.5 * time ),
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0.35 * sin( 2.0 / 9.0 + 10.0 * curved_uv.y + 1.50 * time ) ) + float2( scuv.x + 0.000, scuv.y - 0.002 ),
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5.4 + 1.3 * sin( 3.0 / 3.0 + 71.0 * curved_uv.x + 1.90 * time ), resolution ).xyz * float3( 0.25, 0.5, 0.25 );
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float3 b = tsample( blurbuffer, float2( x - 0.017 * 1.0, -0.003 ) * 0.85 + 0.007 * float2( 0.35 * sin( 2.0 / 3.0 + 15.0 * curved_uv.y + 0.7 * time ),
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0.35 * cos( 2.0 / 3.0 + 10.0 * curved_uv.y + 1.63 * time ) ) + float2( scuv.x - 0.002, scuv.y + 0.000 ),
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5.3 + 1.3 * sin( 3.0 / 7.0 + 91.0 * curved_uv.x + 1.65 * time ), resolution ).xyz * float3( 0.25, 0.25, 0.5 );
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float i = clamp( col.r * 0.299 + col.g * 0.587 + col.b * 0.114, 0.0, 1.0 );
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i = pow( 1.0 - pow( i, 2.0 ), 1.0 );
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i = ( 1.0 - i ) * 0.85 + 0.15;
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col += _float3( ghs * ( 1.0 - 0.299 ) ) * pow( clamp( _float3( 3.0 ) * r, _float3( 0.0 ), _float3( 1.0 ) ), _float3( 2.0 ) ) * _float3( i );
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col += _float3( ghs * ( 1.0 - 0.587 ) ) * pow( clamp( _float3( 3.0 ) * g, _float3( 0.0 ), _float3( 1.0 ) ), _float3( 2.0 ) ) * _float3( i );
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col += _float3( ghs * ( 1.0 - 0.114 ) ) * pow( clamp( _float3( 3.0 ) * b, _float3( 0.0 ), _float3( 1.0 ) ), _float3( 2.0 ) ) * _float3( i );
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}
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#endif
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/* Level adjustment (curves) */
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#if 1
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col *= float3( 0.95, 1.05, 0.95 );
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col *= 2.8;
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col = clamp( col * 1.3 + 0.75 * col * col + 1.25 * col * col * col * col * col, _float3( 0.0 ), _float3( 10.0 ) );
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#endif
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float scans = clamp( 0.35 + 0.35 * sin( 3.5 * iTime + uv.y * iResolution.y * 1.5 ), 0.0, 1.0 );
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/* Vignette */
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#if 1
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float vig = ( ( 1.0 - 0.99 * params.vignette ) + 1.0 * 16.0 * curved_uv.x * curved_uv.y * ( 1.0 - curved_uv.x ) * ( 1.0 - curved_uv.y ) );
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vig = 1.3 * pow( vig, 0.5 );
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col *= vig;
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#endif
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float s = pow( scans, 1.7 );
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col = col * _float3( 0.4 + 0.7 * s ) ;
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time *= params.scanroll;
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col *= 1.0 + 0.01 * sin( 110.0 * iTime );
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if( uv.x < 0.0 || uv.x > 1.0 )
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/* Scanlines */
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float scans = clamp( 0.35 + 0.18 * sin( 6.0 * time - curved_uv.y * resolution.y * 1.5 ), 0.0, 1.0 );
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float s = pow( scans, 0.9 );
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col = col * _float3( s );
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/* Vertical lines (shadow mask) */
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col *= 1.0 - 0.23 * ( clamp( ( fragment.position.xy.x % 3.0 ) / 2.0, 0.0, 1.0 ) );
|
||||
|
||||
/* Tone map */
|
||||
col = filmic( col );
|
||||
|
||||
/* Noise */
|
||||
#if 1
|
||||
/*float2 seed = floor(curved_uv*resolution.xy*float2(0.5))/resolution.xy;*/
|
||||
float2 seed = curved_uv * resolution.xy;
|
||||
/* seed = curved_uv; */
|
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col -= 0.015 * pow( float3( rand( seed + time ), rand( seed + time * 2.0 ), rand( seed + time * 3.0 ) ), _float3( 1.5 ) );
|
||||
#endif
|
||||
|
||||
/* Flicker */
|
||||
col *= ( 1.0 - 0.004 * ( sin( 50.0 * time + curved_uv.y * 2.0 ) * 0.5 + 0.5 ) );
|
||||
|
||||
/* Clamp */
|
||||
#if 1
|
||||
if( curved_uv.x < 0.0 || curved_uv.x > 1.0 )
|
||||
{
|
||||
col *= 0.0;
|
||||
}
|
||||
if( uv.y < 0.0 || uv.y > 1.0 )
|
||||
if( curved_uv.y < 0.0 || curved_uv.y > 1.0 )
|
||||
{
|
||||
col *= 0.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
col *= 1.0 - 0.65 * _float3( clamp( ( fmod( fragment.texcoord0.x, 2.0 ) - 1.0 ) * 2.0, 0.0, 1.0 ) );
|
||||
uv = curved_uv;
|
||||
|
||||
float comp = smoothstep( 0.1, 0.9, sin( iTime ) );
|
||||
#if 1
|
||||
/* Frame */
|
||||
float2 fscale = float2( 0.026, -0.018 ); //float2( -0.018, -0.013 );
|
||||
//uv = float2( uv.x, 1.0 - uv.y );
|
||||
|
||||
// Remove the next line to stop cross-fade between original and postprocess
|
||||
//col = mix( col, oricol, comp );
|
||||
//float4 f = texture( frametexture, vTexCoord.xy ); //*((1.0)+2.0*fscale)-fscale-float2(-0.0, 0.005));
|
||||
//f.xyz = mix( f.xyz, float3( 0.5, 0.5, 0.5 ), 0.5 );
|
||||
float4 f = _float4( 0.5 );
|
||||
float fvig = clamp( -0.00 + 512.0 * uv.x * uv.y * ( 1.0 - uv.x ) * ( 1.0 - uv.y ), 0.2, 0.8 );
|
||||
//col = lerp( col, lerp( max( col, 0.0 ), pow( abs( f.xyz ), _float3( 1.4 ) ) * fvig, f.w * f.w ), _float3( use_frame ) );
|
||||
//col = lerp( col, lerp( max( col, 0.0 ), pow( abs( f.xyz ), _float3( 1.4 ) ) * fvig, f.w * f.w ), _float3( 1.0 ) );
|
||||
|
||||
result.color = float4( col.x, col.y, col.z, 1.0 );
|
||||
// Gamma correction since we are not rendering to an sRGB render target.
|
||||
col = pow( col, _float3( 1.0 / 1.1 ) );
|
||||
#endif
|
||||
|
||||
//result.color = tex2D(samp0, fragment.texcoord0.xy );
|
||||
//result.color = float4(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
result.color = float4( col, 1.0 );
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue