mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings Updated WIP options menu Editor/Project settings WIP Updated editor theme to be consistent, and feed off the editor settings Updated popup menus to reference renamed profiles Added more in-progress modules for examples/stress testing
48 lines
No EOL
1.3 KiB
HLSL
48 lines
No EOL
1.3 KiB
HLSL
#include "shaders/common/postFx/postFx.hlsl"
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#include "shadergen:/autogenConditioners.h"
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uniform float accumTime;
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TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
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uniform float luminanceThreshold; // 0.2
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uniform float colorAmplification; // 4.0
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float4 main(PFXVertToPix IN) : TORQUE_TARGET0
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{
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float speed = 100;
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float Yres = 1024;
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float brightness = 0.2;
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float4 finalColor = float4(1.0, 1.0, 1.0, 1.0);
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float2 uv;
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uv.x = 0.4 * sin(accumTime * 50.0);
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uv.y = 0.4 * cos(accumTime * 50.0);
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//float m = TORQUE_TEX2D(maskTex, gl_TexCoord[0].st).r;
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//vec3 n = texture2D(noiseTex, (gl_TexCoord[0].st*3.5) + uv).rgb;
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float3 c = TORQUE_TEX2D(backBuffer, IN.uv0).rgb;
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float lum = dot(float3(0.30, 0.59, 0.11), c);
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if (lum < luminanceThreshold)
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c *= colorAmplification;
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float3 visionColor = float3(0.1, 0.95, 0.2);
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finalColor.rgb = c * visionColor;
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// add noise
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float noise = IN.uv0.x * IN.uv0.y * accumTime * speed;
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noise = fmod(noise, 10) * fmod(noise, 100);
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noise = fmod(noise, 0.01);
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float3 color = finalColor.rgb;
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color = color + color * saturate(noise.xxx * 200);
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// add banding
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float sin,cos;
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sincos(IN.uv0.y * Yres, sin, cos);
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color += color * float3(sin, cos, sin) * brightness;
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finalColor.rgb = color;
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return finalColor;
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} |