2016-08-03 07:59:29 +00:00
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#version 120
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2012-08-04 14:43:16 +00:00
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// Night vision effect inspired by http://www.geeks3d.com/20091009/shader-library-night-vision-post-processing-filter-glsl/
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uniform sampler2D color_tex;
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uniform sampler2D lighting_tex;
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uniform sampler2D bloom_tex;
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uniform sampler2D spec_emis_tex;
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uniform sampler2D noise_tex;
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uniform bool bloomEnabled;
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uniform float bloomStrength;
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uniform bool bloomBuffers;
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uniform vec2 fg_BufferSize;
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uniform float osg_SimulationTime;
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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vec4 color;
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vec2 uv;
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uv.x = 0.4*sin(osg_SimulationTime*50.0);
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uv.y = 0.4*cos(osg_SimulationTime*50.0);
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vec3 n = texture2D(noise_tex, (coords*3.5) + uv).rgb;
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vec2 c1 = coords + (n.xy*0.005);
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color = texture2D( lighting_tex, c1 );
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if (bloomEnabled && bloomBuffers)
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color = color + bloomStrength * texture2D( bloom_tex, c1 );
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float lum = dot(color.rgb, vec3(.3, .59, .11));
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color.rgb *= (4.0 - 3.0*smoothstep(0.2, 0.3, lum));
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// color.rgb += texture2D( spec_emis_tex, c1 ).b;
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// color.rgb += texture2D( bloom_tex, c1 ).rgb;
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color.rgb = (color.rgb + (n*0.2)) * vec3(0.1, 0.95, 0.2);
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vec2 c = 2.0 * coords - vec2(1.,1.);
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c = c * vec2( 1.0, fg_BufferSize.y / fg_BufferSize.x );
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float l = length(c);
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float f = smoothstep( 0.7, 1.1, l );
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2016-06-29 09:53:05 +00:00
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color.rgb = (1.0 - f) * color.rgb;
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2012-08-04 14:43:16 +00:00
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gl_FragColor = color;
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}
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