mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-24 04:02:40 -06:00
38 lines
1.2 KiB
Text
38 lines
1.2 KiB
Text
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//Cg
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void vshader(
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float4 vtx_position : POSITION,
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float2 vtx_texcoord0 : TEXCOORD0,
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out float4 l_position : POSITION,
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out float2 l_texcoord0 : TEXCOORD0,
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out float2 l_texcoord1 : TEXCOORD1,
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uniform float4 texpad_tex,
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uniform float4x4 mat_modelproj)
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{
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l_position=mul(mat_modelproj, vtx_position);
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l_texcoord0 = vtx_position.xz * texpad_tex.xy + texpad_tex.xy;
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l_texcoord1 = l_position.xy;
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}
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void fshader(float2 l_texcoord0 : TEXCOORD0,
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float2 l_texcoord1 : TEXCOORD1,
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out float4 o_color : COLOR,
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uniform sampler2D k_tex : TEXUNIT0)
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{
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float4 c = tex2D(k_tex, l_texcoord0);
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// basic black and white effet
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float bright = (c.x + c.y + c.z)/3;
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// create a vignette to simulate old optics
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float d = distance(float2(0.0, 0.0), l_texcoord1);
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float OuterVignetting = 1.6;
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float InnerVignetting = 0.6;
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float vignetting = clamp((OuterVignetting - d) / (OuterVignetting - InnerVignetting), 0.0, 1.0);
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// non-linear fade to prevent ugly border effect
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float diff = 1.0 - vignetting;
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bright *= 1.0 - (diff * diff);
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o_color = float4(bright, bright, bright, 1);
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}
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