Merge pull request #1241 from J0linar/Vignette_Final

vignette_final
This commit is contained in:
Luis Anton Rebollo 2015-03-08 18:43:10 +01:00
commit 0e346fed9f
8 changed files with 200 additions and 20 deletions

View file

@ -24,13 +24,13 @@
#include "shadergen:/autogenConditioners.h"
uniform sampler2D backBuffer : register(S0);
uniform float radiusX;
uniform float radiusY;
uniform float Vmax;
uniform float Vmin;
float4 main(PFXVertToPix IN) : COLOR0
{
float4 base = tex2D(backBuffer, IN.uv0);
float dist = distance(IN.uv0, float2(0.5,0.5)) * 0.7 ;
base.rgb *= smoothstep(radiusX, radiusY, dist);
float4 base = tex2D(backBuffer, IN.uv0);
float dist = distance(IN.uv0, float2(0.5,0.5));
base.rgb *= smoothstep(Vmax, Vmin, dist);
return base;
}

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@ -0,0 +1,41 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
uniform sampler2D backBuffer;
uniform float Vmax;
uniform float Vmin;
in vec2 uv0;
#define IN_uv0 uv0
out vec4 OUT_col;
void main()
{
vec4 base = texture(backBuffer, IN_uv0);
float dist = distance(IN_uv0, vec2(0.5,0.5));
base.rgb *= smoothstep(Vmax, Vmin, dist);
OUT_col = base;
}