Poodletooth-iLand/resources/phase_3/models/shaders/bandw.sha

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2015-11-14 14:53:16 -06:00
//Cg
void vshader(
float4 vtx_position : POSITION,
float2 vtx_texcoord0 : TEXCOORD0,
out float4 l_position : POSITION,
out float2 l_texcoord0 : TEXCOORD0,
out float2 l_texcoord1 : TEXCOORD1,
uniform float4 texpad_tex,
uniform float4x4 mat_modelproj)
{
l_position=mul(mat_modelproj, vtx_position);
l_texcoord0 = vtx_position.xz * texpad_tex.xy + texpad_tex.xy;
l_texcoord1 = l_position.xy;
}
void fshader(float2 l_texcoord0 : TEXCOORD0,
float2 l_texcoord1 : TEXCOORD1,
out float4 o_color : COLOR,
uniform sampler2D k_tex : TEXUNIT0)
{
float4 c = tex2D(k_tex, l_texcoord0);
// basic black and white effet
float bright = (c.x + c.y + c.z)/3;
// create a vignette to simulate old optics
float d = distance(float2(0.0, 0.0), l_texcoord1);
float OuterVignetting = 1.6;
float InnerVignetting = 0.6;
float vignetting = clamp((OuterVignetting - d) / (OuterVignetting - InnerVignetting), 0.0, 1.0);
// non-linear fade to prevent ugly border effect
float diff = 1.0 - vignetting;
bright *= 1.0 - (diff * diff);
o_color = float4(bright, bright, bright, 1);
}