70 lines
1.8 KiB
GLSL
70 lines
1.8 KiB
GLSL
SAMPLER_BINDING(9) uniform sampler2D samp9;
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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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{
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//variables
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float internalresolution = 1278.0;
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float4 c0 = texture(samp9, uv0).rgba;
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//blur
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float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0);
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float blursize = 1.5;
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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, 0.0) * resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, 0.0) * resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( 0.0, -blursize) * resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( 0.0, blursize) * resolution.zw);
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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
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grey = grey * 0.5 + 0.7;
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// darken edges
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float x = uv0.x * resolution.x;
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float y = uv0.y * resolution.y;
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if (x > internalresolution/2.0)
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x = internalresolution-x;
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if (y > internalresolution/2.0)
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y = internalresolution-y;
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if (x > internalresolution/2.0*0.95)
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x = internalresolution/2.0*0.95;
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if (y > internalresolution/2.0*0.95)
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y = internalresolution/2.0*0.95;
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x = -x+641.0;
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y = -y+641.0;
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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 / 10.0;
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while ((sqrt*sqrt) < x)
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sqrt+=0.1;
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x = sqrt;
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sqrt = y / 10.0;
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while ((sqrt*sqrt) < y)
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sqrt+=0.1;
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y = sqrt;
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x *= 2.0;
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y *= 2.0;
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grey -= x / 200.0;
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grey -= y / 200.0;
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// output
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ocol0 = float4(0.0, grey, 0.0, 1.0);
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}
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