86 lines
2.1 KiB
GLSL
86 lines
2.1 KiB
GLSL
uniform sampler2D lighting_tex;
|
|
uniform sampler2D bloom_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 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;
|
|
}
|
|
}
|
|
|
|
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 - f) * color.rgb;
|
|
}
|
|
// if ((osg_FrameNumber % 6) == 0)
|
|
// f = 1.0;
|
|
|
|
gl_FragColor = color;
|
|
}
|