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fgdata/Shaders/night-vision.frag

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