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