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fgdata/Shaders/cinema.frag

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#version 120
uniform sampler2D lighting_tex;
uniform sampler2D bloom_tex;
uniform sampler2D film_tex;
uniform bool colorShift;
uniform vec3 redShift;
uniform vec3 greenShift;
uniform vec3 blueShift;
uniform bool vignette;
uniform float innerCircle;
uniform float outerCircle;
uniform bool distortion;
uniform vec3 distortionFactor;
uniform bool colorFringe;
uniform float colorFringeFactor;
uniform bool filmWear;
uniform vec2 fg_BufferSize;
uniform float osg_SimulationTime;
// uniform float shutterFreq;
// uniform float shutterDuration;
uniform bool bloomEnabled;
uniform float bloomStrength;
uniform bool bloomBuffers;
void main() {
vec2 c1 = gl_TexCoord[0].xy;
vec2 initialCoords = c1;
vec2 c2;
if (distortion) {
c1 = 2.0 * initialCoords - vec2(1.,1.);
c1 *= vec2( 1.0, fg_BufferSize.y / fg_BufferSize.x );
float r = length(c1);
c1 += c1 * dot(distortionFactor.xy, vec2(r*r, r*r*r*r));
c1 /= distortionFactor.z;
c1 *= vec2( 1.0, fg_BufferSize.x / fg_BufferSize.y );
c1 = c1 * .5 + .5;
if (colorFringe) {
c2 = 2.0 * initialCoords - vec2(1.,1.);
c2 *= vec2( 1.0, fg_BufferSize.y / fg_BufferSize.x );
r = length(c2);
c2 += c2 * dot(distortionFactor.xy*colorFringeFactor, vec2(r*r, r*r*r*r));
c2 /= distortionFactor.z;
c2 *= vec2( 1.0, fg_BufferSize.x / fg_BufferSize.y );
c2 = c2 * .5 + .5;
}
}
vec3 dirt = vec3(1.0);
if (filmWear) {
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dirt = texture2D(film_tex, initialCoords*vec2( 1.0, fg_BufferSize.y / fg_BufferSize.x ) + vec2(0.0, osg_SimulationTime * 7.7)).rgb;
}
vec4 color = texture2D( lighting_tex, c1 );
if (bloomEnabled && bloomBuffers)
color += bloomStrength * texture2D( bloom_tex, c1 );
if (distortion && colorFringe) {
color.g = texture2D( lighting_tex, c2 ).g;
if (bloomEnabled && bloomBuffers)
color.g += bloomStrength * texture2D( bloom_tex, c2 ).g;
}
if (colorShift) {
vec3 col2;
col2.r = dot(color.rgb, redShift);
col2.g = dot(color.rgb, greenShift);
col2.b = dot(color.rgb, blueShift);
color.rgb = col2;
}
if (vignette) {
vec2 c = 2.0 * initialCoords - vec2(1.,1.);
c = c * vec2( 1.0, fg_BufferSize.y / fg_BufferSize.x );
float l = length(c);
float f = smoothstep( innerCircle, innerCircle * outerCircle, l );
color.rgb = (1.0 - f) * color.rgb;
}
// if ((osg_FrameNumber % 6) == 0)
// f = 1.0;
gl_FragColor = color * vec4(dirt, 1.0);
}