Shaders: Fix frontlight bleed on AGS-001

This commit is contained in:
Jeffrey Pfau 2015-11-01 19:42:47 -08:00
parent 782f6191e5
commit 59bd7d5ace
1 changed files with 5 additions and 5 deletions

View File

@ -13,13 +13,13 @@ void main() {
arrayY[1] = vec3(1.0, 1.0, 1.0);
arrayY[2] = vec3(1.0, 1.0, 1.0);
arrayY[3] = vec3(0.8, 0.8, 0.8);
vec3 bleed = vec3(0.7, 0.7, 0.7);
vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(1.5, 1.5);
bleed += (pow(dot(radius, radius), 3.0) + vec3(0.06, 0.1, 0.2)) * vec3(0.8, 0.88, 1.2);
color.rgb = pow(color.rgb + vec3(0.1, 0.12, 0.2), vec3(1.6, 1.6, 1.6)) * bleed;
vec3 bleed = vec3(0.12, 0.14, 0.19);
vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(2.0, 2.0);
bleed += (dot(pow(radius, vec2(4.0)), pow(radius, vec2(4.0))) + vec3(0.06, 0.1, 0.2)) * vec3(0.18, 0.2, 0.32);
color.rgb = pow(color.rgb + vec3(0.1, 0.12, 0.2), vec3(1.6, 1.6, 1.6));
color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))];
color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))];
color.rgb += vec3(0.16, 0.18, 0.22);
color.rgb += bleed;
color.a = 0.5;
gl_FragColor = color;
}