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

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Text

//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_texcoord1 : TEXCOORD1,
float2 l_texcoord0 : TEXCOORD0,
out float4 o_color : COLOR,
uniform sampler2D k_tex : TEXUNIT0)
{
float4 color = tex2D(k_tex, l_texcoord0).rgba;
float newred = (color.r * 0.338) + (color.g * 0.714) + (color.b * 0.134);
float newgreen = (color.r * 0.294) + (color.g * 0.631) + (color.b * 0.113);
float newblue = (color.r * 0.217) + (color.g * 0.479) + (color.b * 0.076);
newred = clamp(newred, 0, 1);
newgreen = clamp(newgreen, 0, 1);
newblue = clamp(newblue, 0, 1);
// 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;
float scale = 1.0 - (diff * diff);
newred *= scale;
newgreen *= scale;
newblue *= scale;
o_color = float4(newred, newgreen, newblue, 1);
}