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Night vision post processing effect in Rembrandt

This commit is contained in:
Frederic Bouvier 2012-08-04 16:43:16 +02:00 committed by Vivian Meazza
parent 46b6ab02af
commit 6013f3360e
6 changed files with 161 additions and 19 deletions

View file

@ -2,11 +2,17 @@
<PropertyList>
<name>Effects/display</name>
<parameters>
<exposure type="float"><use>/sim/rendering/rembrandt/exposure</use></exposure>
<show-buffers type="bool"><use>/sim/rendering/rembrandt/show-buffers</use></show-buffers>
<bloom type="bool"><use>/sim/rendering/rembrandt/bloom</use></bloom>
<bloom-strength type="float"><use>/sim/rendering/rembrandt/bloom-strength</use></bloom-strength>
<bloom-buffers type="bool"><use>/sim/rendering/rembrandt/bloom-buffers</use></bloom-buffers>
<texture n="0">
<image>Textures\noise_tex.jpg</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<buffer-nw-enabled><use>/sim/rendering/rembrandt/debug-buffer[0]/enabled</use></buffer-nw-enabled>
<buffer-nw-name><use>/sim/rendering/rembrandt/debug-buffer[0]/name</use></buffer-nw-name>
@ -17,6 +23,97 @@
<buffer-se-enabled><use>/sim/rendering/rembrandt/debug-buffer[3]/enabled</use></buffer-se-enabled>
<buffer-se-name><use>/sim/rendering/rembrandt/debug-buffer[3]/name</use></buffer-se-name>
</parameters>
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/rembrandt/night-vision</property>
<equal>
<value type="float">0.0</value>
<float-property>/sim/rendering/rembrandt/show-buffers</float-property>
</equal>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>99999</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>buffer</type>
<name>lighting</name>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>buffer</type>
<name>bloom-3</name>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>buffer</type>
<name>spec-emis</name>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>buffer</type>
<name>diffuse</name>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/fullscreen.vert</vertex-shader>
<fragment-shader>Shaders/night-vision.frag</fragment-shader>
</program>
<uniform>
<name>lighting_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>bloom_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>noise_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>bloomEnabled</name>
<type>bool</type>
<value type="bool"><use>bloom</use></value>
</uniform>
<uniform>
<name>bloomStrength</name>
<type>float</type>
<value><use>bloom-strength</use></value>
</uniform>
<uniform>
<name>bloomBuffers</name>
<type>bool</type>
<value><use>bloom-buffers</use></value>
</uniform>
</pass>
</technique>
<technique n="11">
<pass>
<render-bin>
@ -89,11 +186,6 @@
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>exposure</name>
<type>float</type>
<value type="float"><use>exposure</use></value>
</uniform>
<uniform>
<name>showBuffers</name>
<type>bool</type>

View file

@ -6,7 +6,6 @@ uniform sampler2D bufferNE_tex;
uniform sampler2D bufferSW_tex;
uniform sampler2D bufferSE_tex;
uniform float exposure;
uniform bool showBuffers;
uniform bool bloomEnabled;
@ -18,14 +17,6 @@ uniform bool bufferNE_enabled;
uniform bool bufferSW_enabled;
uniform bool bufferSE_enabled;
vec3 HDR(vec3 L) {
L = L * exposure;
L.r = L.r < 1.413 ? pow(L.r * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.r);
L.g = L.g < 1.413 ? pow(L.g * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.g);
L.b = L.b < 1.413 ? pow(L.b * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.b);
return L;
}
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 color;
@ -42,13 +33,11 @@ void main() {
color = texture2D( lighting_tex, coords );
if (bloomEnabled && bloomBuffers)
color = color + bloomStrength * texture2D( bloom_tex, coords );
//color = vec4( HDR( color.rgb ), 1.0 );
}
} else {
color = texture2D( lighting_tex, coords );
if (bloomEnabled && bloomBuffers)
color = color + bloomStrength * texture2D( bloom_tex, coords );
//color = vec4( HDR( color.rgb ), 1.0 );
}
gl_FragColor = color;
}

42
Shaders/night-vision.frag Normal file
View file

@ -0,0 +1,42 @@
// 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 - f) * color.rgb;
gl_FragColor = color;
}

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Textures/noise_tex.jpg Normal file

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@ -377,6 +377,24 @@
<hrule/>
<group>
<layout>hbox</layout>
<halign>left</halign>
<checkbox>
<halign>left</halign>
<label>Night vision</label>
<name>night-vision</name>
<property>/sim/rendering/rembrandt/night-vision</property>
<binding>
<command>dialog-apply</command>
<object-name>night-vision</object-name>
</binding>
</checkbox>
</group>
<hrule/>
<group>
<layout>hbox</layout>

View file

@ -72,6 +72,7 @@ Started September 2000 by David Megginson, david@megginson.com
<bloom type="bool" userarchive="y">true</bloom>
<bloom-strength type="float" userarchive="y">1.0</bloom-strength>
<bloom-buffers type="bool">true</bloom-buffers>
<night-vision type="bool">false</night-vision>
<exposure type="float" userarchive="y">1.0</exposure>
<use-color-for-depth type="bool">false</use-color-for-depth>
<no-16bit-buffer type="bool">true</no-16bit-buffer>