Shaders: Add uniforms to AGS-001

This commit is contained in:
Jeffrey Pfau 2015-11-08 17:10:10 -08:00
parent ac9c247695
commit b3d08eceb1
2 changed files with 32 additions and 6 deletions

View File

@ -1,14 +1,27 @@
varying vec2 texCoord;
uniform sampler2D tex;
uniform float reflectionBrightness;
uniform vec2 reflectionDistance;
uniform float lightBrightness;
const float speed = 2.0;
const float decay = 2.0;
const float coeff = 2.5;
void main() {
vec4 color = texture2D(tex, texCoord);
vec4 reflection = texture2D(tex, texCoord - vec2(0, 0.025));
float sp = pow(speed, lightBrightness);
float dc = pow(decay, -lightBrightness);
float s = (sp - dc) / (sp + dc);
vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(coeff * s);
radius = pow(radius, vec2(4.0));
vec3 bleed = vec3(0.12, 0.14, 0.19);
vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(1.6, 1.6);
bleed += (dot(pow(radius, vec2(4.0)), pow(radius, vec2(4.0))) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
color.rgb += bleed;
color.rgb += reflection.rgb * 0.07;
bleed += (dot(radius, radius) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
vec4 color = texture2D(tex, texCoord);
color.rgb += pow(bleed, pow(vec3(lightBrightness), vec3(-0.5)));
vec4 reflection = texture2D(tex, texCoord - reflectionDistance);
color.rgb += reflection.rgb * reflectionBrightness;
color.a = 1.0;
gl_FragColor = color;
}

View File

@ -14,3 +14,16 @@ height=640
fragmentShader=ags001-light.fs
width=960
height=640
[uniform.lightBrightness]
type=float
default=1
[uniform.reflectionBrightness]
type=float
default=0.07
[uniform.reflectionDistance]
type=float2
default[0]=0
default[1]=0.025