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doom3-bfg/neo/shaders/mattiascrt.ps.hlsl

118 lines
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4.4 KiB
HLSL

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Loosely based on postprocessing shader by inigo quilez, License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
=================================================a==========================
*/
#include "global_inc.hlsl"
// *INDENT-OFF*
Texture2D t_CurrentRender : register( t0 VK_DESCRIPTOR_SET( 0 ) );
SamplerState LinearSampler : register( s0 VK_DESCRIPTOR_SET( 1 ) );
struct PS_IN
{
float4 position : SV_Position;
float4 texcoord0 : TEXCOORD0_centroid;
float4 texcoord1 : TEXCOORD1_centroid;
};
struct PS_OUT
{
float4 color : SV_Target;
};
// *INDENT-ON*
float2 curve( float2 uv )
{
uv = ( uv - 0.5 ) * 2.0;
uv *= 1.1;
uv.x *= 1.0 + pow( ( abs( uv.y ) / 5.0 ), 2.0 );
uv.y *= 1.0 + pow( ( abs( uv.x ) / 4.0 ), 2.0 );
uv = ( uv / 2.0 ) + 0.5;
uv = uv * 0.92 + 0.04;
return uv;
}
void main( PS_IN fragment, out PS_OUT result )
{
float2 iResolution = fragment.texcoord1.yz;
float iTime = fragment.texcoord1.x;
float2 q = fragment.texcoord0.xy;
q = saturate( q );
float2 uv = q;
uv = curve( uv );
float3 oricol = t_CurrentRender.Sample( LinearSampler, float2( q.x, q.y ) ).xyz;
float3 col;
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;
col.r = t_CurrentRender.Sample( LinearSampler, float2( x + uv.x + 0.001, uv.y + 0.001 ) ).x + 0.05;
col.g = t_CurrentRender.Sample( LinearSampler, float2( x + uv.x + 0.000, uv.y - 0.002 ) ).y + 0.05;
col.b = t_CurrentRender.Sample( LinearSampler, float2( x + uv.x - 0.002, uv.y + 0.000 ) ).z + 0.05;
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;
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;
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;
col = clamp( col * 0.6 + 0.4 * col * col * 1.0, 0.0, 1.0 );
float vig = ( 0.0 + 1.0 * 16.0 * uv.x * uv.y * ( 1.0 - uv.x ) * ( 1.0 - uv.y ) );
col *= _float3( pow( vig, 0.3 ) );
col *= float3( 0.95, 1.05, 0.95 );
col *= 2.8;
float scans = clamp( 0.35 + 0.35 * sin( 3.5 * iTime + uv.y * iResolution.y * 1.5 ), 0.0, 1.0 );
float s = pow( scans, 1.7 );
col = col * _float3( 0.4 + 0.7 * s ) ;
col *= 1.0 + 0.01 * sin( 110.0 * iTime );
if( uv.x < 0.0 || uv.x > 1.0 )
{
col *= 0.0;
}
if( uv.y < 0.0 || uv.y > 1.0 )
{
col *= 0.0;
}
col *= 1.0 - 0.65 * _float3( clamp( ( fmod( fragment.texcoord0.x, 2.0 ) - 1.0 ) * 2.0, 0.0, 1.0 ) );
float comp = smoothstep( 0.1, 0.9, sin( iTime ) );
// Remove the next line to stop cross-fade between original and postprocess
//col = mix( col, oricol, comp );
result.color = float4( col.x, col.y, col.z, 1.0 );
//result.color = tex2D(samp0, fragment.texcoord0.xy );
//result.color = float4(1.0f, 1.0f, 1.0f, 1.0f);
}