source: trunk/tools/neercs/video/postfx.lolfx @ 2232

Last change on this file since 2232 was 2232, checked in by lolbot, 8 years ago

fixed 27 files out of 2315:

  • removed 0 CR characters
  • removed 188 trailing whitespaces
  • replaced 537 tabs with spaces
File size: 3.7 KB
Line 
1[vert.glsl]
2
3#version 120
4
5void main()
6{
7    gl_Position = gl_Vertex;
8}
9
10[frag.glsl]
11
12#version 120
13
14uniform sampler2D texture;
15uniform vec2 screen_size;
16uniform vec2 ratio_2d;
17uniform float time;
18uniform vec2 deform;
19uniform vec4 ghost1;
20uniform vec4 ghost2;
21uniform vec4 glass;
22uniform vec3 gradient;
23uniform vec3 gradient_color;
24uniform float vignetting;
25uniform float aberration;
26uniform vec4 moire_h;
27uniform vec4 moire_v;
28uniform vec4 scanline_h;
29uniform vec4 scanline_v;
30uniform vec3 corner;
31uniform float sync;
32uniform float beat;
33
34const float PI=3.14159265358979323846;
35vec2 angle=screen_size*PI;
36
37vec2 screen(in vec2 p,in float bend,in float radius)
38{
39    float d=bend+sync*0.0625+beat*0.0375;
40    return p*(1.5-(radius*cos(p.x*d)+radius*cos(p.y*d)))-0.5;
41}
42
43vec3 get_color(in sampler2D tex,in vec2 p)
44{
45    return texture2D(tex,clamp(p,-1.0,0.0)).xyz;
46}
47
48float letterbox(in vec2 p,in float w,in float radius,in float smooth)
49{
50    return 1.0-smoothstep(smooth,1.0,length(max(abs(p*w+w/2.0)-vec2(radius),0.0))+radius);
51}
52
53void main(void)
54{
55    vec2 q=gl_FragCoord.xy/screen_size.xy;
56    vec2 p=-1.0+2.0*gl_FragCoord.xy/screen_size.xy;
57    p.y+=0.025*sync;
58    vec2 z=screen(p,deform.x,deform.y);
59    vec2 z1=screen(p,deform.x,deform.y+ghost1.z);
60    vec2 z2=screen(p,deform.x,deform.y+ghost2.z);
61    vec2 z3=screen(p,glass.w,deform.y+glass.x-glass.y);
62    vec2 z4=screen(p,glass.w,deform.y+glass.x+glass.y);
63    float mask=q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0);
64
65    vec3 source=get_color(texture,z);
66    vec3 g1=get_color(texture,z1-ghost1.xy);
67    vec3 g2=get_color(texture,z2-ghost2.xy);
68    vec3 g3=get_color(texture,z3);
69    vec3 g4=get_color(texture,z4);
70
71    vec3 c=source+g1*ghost1.w+g2*ghost2.w;                   // mix
72
73    float v=aberration/float(screen_size.x/ratio_2d.x);      //+aberration/float(screen_size.x)*(2.0-mask);
74    vec3 ca1=get_color(texture,vec2(z.x-v,z.y));
75    vec3 ca2=get_color(texture,vec2(z.x+v,z.y));
76    c+=vec3(ca1.x,c.y,ca2.z);                                // chromatic aberration
77
78    vec3 c1=vec3(gradient_color.x,gradient_color.y,gradient_color.z);
79    vec3 c2=vec3(gradient_color.x,gradient_color.y,gradient_color.z)/4;
80    vec3 c3=vec3(1.0,1.0,1.0);
81    vec3 c4=vec3(gradient_color.z,gradient_color.y,gradient_color.x);
82    vec3 c5=vec3(gradient_color.z,gradient_color.y,gradient_color.x)/4;
83    vec3 r;
84    float r_p=gradient.x;
85    float r_h=gradient.y;
86    float r_h2=gradient.y/2;
87    float k=z.y+1.0;
88
89    if (k <= r_p - r_h2)
90        r = mix(c1,c2,k*(1/(r_p-r_h2)));
91    else if (k <= r_p)
92        r = mix(c2,c3,(k-(r_p-r_h2))*(1/r_h2));
93    else if (k < r_p + r_h)
94        r = mix(c3,c4,(k-r_p)*(1/r_h));
95    else
96        r = mix(c4,c5,k*((k-(r_p+r_h))/(r_p-r_h)));
97
98    //c*=moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z)/ratio_2d.y)*sin(0.5+z.x*float(screen_size.x*moire_h.w)/ratio_2d.x); // moire h
99    //c*=moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z)/ratio_2d.x)*sin(0.5+z.y*float(screen_size.y*moire_v.w)/ratio_2d.y); // moire v
100
101    c*=moire_h.x+moire_h.y*sin(z.y*float(angle.y*moire_h.z)/ratio_2d.y)*sin(PI+z.x*float(screen_size.x*moire_h.w)/ratio_2d.x); // moire h
102    c*=moire_v.x+moire_v.y*sin(z.x*float(angle.x*moire_v.z)/ratio_2d.x)*sin(PI+z.y*float(screen_size.y*moire_v.w)/ratio_2d.y); // moire v
103    c*=scanline_h.x+scanline_h.y*cos(z.y*float(angle.y*scanline_h.z+scanline_h.w)/ratio_2d.y); // scanline h
104    c*=scanline_v.x+scanline_v.y*cos(z.x*float(angle.x*scanline_v.z+scanline_v.w)/ratio_2d.x); // scanline v
105    c+=r*gradient.z;                                         // gradient
106    c*=mix(1.0,mask,vignetting);                             // vignetting
107    c*=letterbox(z,corner.x+2.0,corner.y,corner.z);          // corner
108    c+=(g3+g4)*glass.z;                                      // glass
109    gl_FragColor=vec4(c,1.0);
110}
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