mirror of
https://github.com/SangeloDev/SangeFault.git
synced 2024-11-13 00:52:43 +00:00
a50683c84e
basically starting over... this is gonna be fun!
66 lines
2.1 KiB
GLSL
66 lines
2.1 KiB
GLSL
#version 150
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uniform sampler2D DiffuseSampler;
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in vec2 texCoord;
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in vec2 oneTexel;
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uniform vec2 InSize;
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const vec4 Zero = vec4(0.0);
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const vec4 Half = vec4(0.5);
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const vec4 One = vec4(1.0);
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const vec4 Two = vec4(2.0);
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const float Pi = 3.1415926535;
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const float PincushionAmount = 0.02;
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const float CurvatureAmount = 0.02;
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const float ScanlineAmount = 0.8;
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const float ScanlineScale = 1.0;
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const float ScanlineHeight = 1.0;
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const float ScanlineBrightScale = 1.0;
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const float ScanlineBrightOffset = 0.0;
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const float ScanlineOffset = 0.0;
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const vec3 Floor = vec3(0.05, 0.05, 0.05);
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const vec3 Power = vec3(0.8, 0.8, 0.8);
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out vec4 fragColor;
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void main() {
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vec4 InTexel = texture(DiffuseSampler, texCoord);
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vec2 PinUnitCoord = texCoord * Two.xy - One.xy;
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float PincushionR2 = pow(length(PinUnitCoord), 2.0);
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vec2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
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vec2 ScanCoord = texCoord;
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ScanCoord *= One.xy - PincushionAmount * 0.2;
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ScanCoord += PincushionAmount * 0.1;
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ScanCoord += PincushionCurve;
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vec2 CurvatureClipCurve = PinUnitCoord * CurvatureAmount * PincushionR2;
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vec2 ScreenClipCoord = texCoord;
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ScreenClipCoord -= Half.xy;
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ScreenClipCoord *= One.xy - CurvatureAmount * 0.2;
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ScreenClipCoord += Half.xy;
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ScreenClipCoord += CurvatureClipCurve;
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// -- Alpha Clipping --
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if (ScanCoord.x < 0.0) discard;
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if (ScanCoord.y < 0.0) discard;
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if (ScanCoord.x > 1.0) discard;
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if (ScanCoord.y > 1.0) discard;
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// -- Scanline Simulation --
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float InnerSine = ScanCoord.y * InSize.y * ScanlineScale * 0.25;
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float ScanBrightMod = sin(InnerSine * Pi + ScanlineOffset * InSize.y * 0.25);
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float ScanBrightness = mix(1.0, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0) * 0.5, ScanlineAmount);
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vec3 ScanlineTexel = InTexel.rgb * ScanBrightness;
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// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
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ScanlineTexel = Floor + (One.xyz - Floor) * ScanlineTexel;
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ScanlineTexel.rgb = pow(ScanlineTexel.rgb, Power);
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fragColor = vec4(ScanlineTexel.rgb, 1.0);
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}
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