// 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; }