Update nightvision2scanlines.glsl

This commit is contained in:
myownfriend 2014-05-20 23:54:11 -04:00
parent 548d872843
commit 4c1ef9ba80
1 changed files with 66 additions and 51 deletions

View File

@ -7,55 +7,70 @@ uniform vec4 resolution;
void main() void main()
{ {
//variables //variables
float internalresolution = 1278.0; float internalresolution = 1278.0;
float4 c0 = texture(samp9, uv0).rgba; float4 c0 = texture(samp9, uv0).rgba;
//blur
float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0); //blur
float blursize = 1.5; float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0);
blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw); float blursize = 1.5;
blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw); blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw); blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw); blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, 0.0)*resolution.zw); blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, 0.0)*resolution.zw); blurtotal += texture(samp9, uv0 + float2(-blursize, 0.0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0.0, -blursize)*resolution.zw); blurtotal += texture(samp9, uv0 + float2( blursize, 0.0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0.0, blursize)*resolution.zw); blurtotal += texture(samp9, uv0 + float2( 0.0, -blursize)*resolution.zw);
blurtotal *= 0.125; blurtotal += texture(samp9, uv0 + float2( 0.0, blursize)*resolution.zw);
c0 = blurtotal; blurtotal *= 0.125;
//greyscale c0 = blurtotal;
float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
// brighten and apply horizontal scanlines //greyscale
// This would have been much simpler if I could get the stupid modulo (%) to work float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
// If anyone who is more well versed in Cg knows how to do this it'd be slightly more efficient
// float lineIntensity = ((uv0[1] % 9) - 4) / 40; // brighten and apply horizontal scanlines
float vPos = uv0.y*resolution.y / 9.0; // This would have been much simpler if I could get the stupid modulo (%) to work
float lineIntensity = (((vPos - floor(vPos)) * 9.0) - 4.0) / 40.0; // If anyone who is more well versed in Cg knows how to do this it'd be slightly more efficient
grey = grey * 0.5 + 0.7 + lineIntensity; // float lineIntensity = ((uv0[1] % 9) - 4) / 40;
// darken edges float vPos = uv0.y*resolution.y / 9.0;
float x = uv0.x * resolution.x; float lineIntensity = (((vPos - floor(vPos)) * 9.0) - 4.0) / 40.0;
float y = uv0.y * resolution.y; grey = grey * 0.5 + 0.7 + lineIntensity;
if (x > internalresolution/2.0) x = internalresolution-x;
if (y > internalresolution/2.0) y = internalresolution-y; // darken edges
if (x > internalresolution/2.0*0.95) x = internalresolution/2.0*0.95; float x = uv0.x * resolution.x;
if (y > internalresolution/2.0*0.95) y = internalresolution/2.0*0.95; float y = uv0.y * resolution.y;
x = -x + 641.0;
y = -y + 641.0; if (x > internalresolution/2.0)
/*****inline square root routines*****/ x = internalresolution-x;
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded if (y > internalresolution/2.0)
// instead of rhombus-shaped. y = internalresolution-y;
float sqrt = x / 10.0;
while((sqrt*sqrt) < x) sqrt+=0.1; if (x > internalresolution/2.0*0.95)
x = sqrt; x = internalresolution/2.0*0.95;
sqrt = y / 10.0;
while((sqrt*sqrt) < y) sqrt+=0.1; if (y > internalresolution/2.0*0.95)
y = sqrt; y = internalresolution/2.0*0.95;
/*****end of inline square root routines*****/
x *= 2.0; x = -x + 641.0;
y *= 2.0; y = -y + 641.0;
grey -= x / 200.0;
grey -= y / 200.0; //****inline square root routines*****/
// output // bit of a performance bottleneck.
ocol0 = float4(0.0, grey, 0.0, 1.0); // neccessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt = x / 10.0;
while((sqrt*sqrt) < x) sqrt+=0.1;
x = sqrt;
sqrt = y / 10.0;
while((sqrt*sqrt) < y) sqrt+=0.1;
y = sqrt;
x *= 2.0;
y *= 2.0;
grey -= x / 200.0;
grey -= y / 200.0;
// output
ocol0 = float4(0.0, grey, 0.0, 1.0);
} }