Changeset 2017
- Timestamp:
- Oct 16, 2012, 2:25:47 AM (10 years ago)
- Location:
- trunk/tools/neercs/video
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/tools/neercs/video/mirror.lolfx
r2007 r2017 23 23 24 24 vec3 c = vec3(0.0); 25 if(p.x < mirror.x) c = (texture2D(texture, vec2(mirror.x + (mirror.x - p.x) * mirror.w, p.y)).xyz) * (mirror.z / mirror.x * p.x);26 if(p.x > 1.0 - mirror.x) c = (texture2D(texture, vec2(- mirror.x - (mirror.x + p.x) * mirror.w, p.y)).xyz) * (mirror.z / mirror.x * (1.0 - p.x));27 if(p.y < mirror.y) c = (texture2D(texture, vec2(p.x, mirror.y + (mirror.y - p.y) * mirror.w)).xyz) * (mirror.z / mirror.y * p.y);28 if(p.y > 1.0 - mirror.y) c = (texture2D(texture, vec2(p.x, - mirror.y - (mirror.y + p.y) * mirror.w)).xyz) * (mirror.z / mirror.y * (1.0 - p.y));25 if(p.x < mirror.x) c += (texture2D(texture, vec2(mirror.x + (mirror.x - p.x) * mirror.w, p.y * (0.8 + 2.0 * p.x) + 0.1 - 1.0 * p.x)).xyz) * (mirror.z / mirror.x * p.x); 26 if(p.x > 1.0 - mirror.x) c += (texture2D(texture, vec2(- mirror.x - (mirror.x + p.x) * mirror.w, p.y * (0.8 + 2.0 * (1.0 - p.x)) + 0.1 - 1.0 * (1.0 - p.x))).xyz) * (mirror.z / mirror.x * (1.0 - p.x)); 27 if(p.y < mirror.y) c += (texture2D(texture, vec2(p.x * (0.8 + 2.0 * p.y) + 0.1 - 1.0 * p.y, mirror.y + (mirror.y - p.y) * mirror.w)).xyz) * (mirror.z / mirror.y * p.y); 28 if(p.y > 1.0 - mirror.y) c += (texture2D(texture, vec2(p.x * (0.8 + 2.0 * (1.0 - p.y)) + 0.1 - 1.0 * (1.0 - p.y), - mirror.y - (mirror.y + p.y) * mirror.w)).xyz) * (mirror.z / mirror.y * (1.0 - p.y)); 29 29 30 30 gl_FragColor = vec4(s + c, 1.0); -
trunk/tools/neercs/video/postfx.lolfx
r2010 r2017 66 66 c+=vec3(ca1.x,c.y,ca2.z); // chromatic aberration 67 67 68 vec3 c1=vec3(0. 2,0.1,0.0);69 vec3 c2=vec3(0. 7,0.5,0.5);68 vec3 c1=vec3(0.8,0.8,0.8); 69 vec3 c2=vec3(0.0,0.0,0.0); 70 70 vec3 c3=vec3(1.0,1.0,1.0); 71 vec3 c4=vec3(0. 0,0.5,0.7);72 vec3 c5=vec3(0.0,0. 1,0.2);71 vec3 c4=vec3(0.8,0.8,0.8); 72 vec3 c5=vec3(0.0,0.0,0.0); 73 73 vec3 r; 74 float k=z.y+1.0;//(p.y+1.0)/2.0; 74 float r_p=0.5; 75 float r_h=0.05; 76 float k=z.y+1.0; 75 77 76 if(k<=0.1) r=mix(c1,c2,k*(1/0.1)); 77 if(k>0.1&&k<0.2) r=mix(c2,c3,(k-0.1)*(1.0/0.1)); 78 if(k>0.2&&k<0.3) r=mix(c3,c4,(k-0.2)*(1/0.1)); 79 if(k>=0.3) r=mix(c4,c5,k*((k-0.3)/0.7)); 80 81 c+=r*0.5; // reflection 78 if(k<=r_p-r_h) r=mix(c1,c2,k*(1/(r_p-r_h))); 79 if(k>r_p-r_h&&k<=r_p) r=mix(c2,c3,(k-(r_p-r_h))*(1/r_h)); 80 if(k>r_p&&k<r_p+r_h) r=mix(c3,c4,(k-r_p)*(1/r_h)); 81 if(k>=r_p+r_h) r=mix(c4,c5,k*((k-(r_p+r_h))/(r_p-r_h))); 82 82 83 83 c*=moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z))*sin(0.5+z.x*float(screen_size.x*moire_h.w)); // moire h … … 85 85 c*=scanline_h.x+scanline_h.y*cos(z.y*float(screen_size.y*scanline_h.z+scanline_h.w)); // scanline h 86 86 c*=scanline_v.x+scanline_v.y*cos(z.x*float(screen_size.x*scanline_v.z+scanline_v.w)); // scanline v 87 c+=r*0.05; // reflection 87 88 c*=mix(1.0,mask,vignetting); // vignetting 88 89 c*=letterbox(z,corner.x+2.0,corner.y,corner.z); // corner -
trunk/tools/neercs/video/render.cpp
r2008 r2017 95 95 float value, angle, radius, scale, speed; 96 96 /* shader variable */ 97 vec2 buffer(0. 7f,0.3f); // [new frame mix,old frame mix]97 vec2 buffer(0.2f,0.8f); // [new frame mix,old frame mix] 98 98 vec2 remanence(0.6f,0.4f); // remanence [source mix,buffer mix] 99 99 vec2 glow_mix(0.7f,0.3f); // glow mix [source mix,glow mix] … … 104 104 vec3 copper_mask_color(4.0f,4.0f,4.0f); // color [red,green,blue] 105 105 vec3 color_filter(0.9f,0.95f,0.85f); // color filter [red,green,blue] 106 vec4 color_color(1.0f,1.25f,0. 0f,0.35f);// color modifier [brightness,contrast,level,grayscale]106 vec4 color_color(1.0f,1.25f,0.1f,0.4f); // color modifier [brightness,contrast,level,grayscale] 107 107 vec2 noise_offset(1.0f,1.0f); // random line [horizontal,vertical] 108 108 float noise_noise = 0.15f; // noise … … 118 118 vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat,shift] 119 119 vec3 postfx_corner(0.0f,0.8f,0.96f); // corner [width,radius,blur] 120 vec4 mirror(0.95f,0.9f,0.4f, 3.0f); // mirror [width,height,strength,ratio]121 vec4 radial( 3.0f,0.9f,16,0.5f); // radial [distance,fade ratio,iteration,strength]120 vec4 mirror(0.95f,0.9f,0.4f,4.0f); // mirror [width,height,strength,ratio] 121 vec4 radial(4.0f,0.9f,16,0.5f); // radial [distance,fade ratio,iteration,strength] 122 122 /* text variable */ 123 123 ivec2 ratio_2d(2,3); // 2d ratio
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