2013-03-07 18:51:57 +00:00
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uniform sampler2D samp9;
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2011-01-31 00:08:06 +00:00
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2013-03-07 18:51:57 +00:00
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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2011-01-31 00:08:06 +00:00
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{
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//variables
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int internalresolution = 1278;
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2013-03-07 18:51:57 +00:00
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float4 c0 = texture(samp9, uv0).rgba;
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2011-01-31 00:08:06 +00:00
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//blur
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float4 blurtotal = float4(0, 0, 0, 0);
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float blursize = 1.5;
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2013-03-07 18:51:57 +00:00
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blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2(-blursize, 0)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, 0)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( 0, -blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( 0, blursize)*resolution.zw);
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2011-01-31 00:08:06 +00:00
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blurtotal *= 0.125;
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c0 = blurtotal;
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//greyscale
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float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
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// brighten and apply horizontal scanlines
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// This would have been much simpler if I could get the stupid modulo (%) to work
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// If anyone who is more well versed in Cg knows how to do this it'd be slightly more efficient
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// float lineIntensity = ((uv0[1] % 9) - 4) / 40;
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2013-03-07 18:51:57 +00:00
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float vPos = uv0.y*resolution.y / 9;
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float lineIntensity = (((vPos - floor(vPos)) * 9) - 4) / 40;
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2011-01-31 00:08:06 +00:00
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grey = grey * 0.5 + 0.7 + lineIntensity;
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// darken edges
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2013-03-07 18:51:57 +00:00
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float x = uv0.x * resolution.x;
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float y = uv0.y * resolution.y;
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2011-01-31 00:08:06 +00:00
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if (x > internalresolution/2) x = internalresolution-x;
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if (y > internalresolution/2) y = internalresolution-y;
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if (x > internalresolution/2*0.95) x = internalresolution/2*0.95;
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if (y > internalresolution/2*0.95) y = internalresolution/2*0.95;
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x = -x+641;
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y = -y+641;
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/*****inline square root routines*****/
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// bit of a performance bottleneck.
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// neccessary to make the darkened area rounded
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// instead of rhombus-shaped.
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float sqrt=x/10;
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while((sqrt*sqrt) < x) sqrt+=0.1;
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x = sqrt;
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sqrt=y/10;
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while((sqrt*sqrt) < y) sqrt+=0.1;
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y = sqrt;
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/*****end of inline square root routines*****/
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x *= 2;
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y *= 2;
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grey -= x/200;
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grey -= y/200;
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// output
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ocol0 = float4(0, grey, 0, 1.0);
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2010-06-23 04:53:43 +00:00
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}
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