diff --git a/neercs/video/color.lolfx b/neercs/video/color.lolfx index 3bda681..2eb4aa9 100644 --- a/neercs/video/color.lolfx +++ b/neercs/video/color.lolfx @@ -15,7 +15,7 @@ void main() uniform sampler2D texture; uniform vec2 screen_size; uniform vec3 filter; -uniform vec3 color; +uniform vec4 color; uniform float flash; void main(void) @@ -24,10 +24,11 @@ void main(void) vec3 c=texture2D(texture,p).xyz; float a=(c.x+c.y+c.z)/3.0; - c=mix(c,vec3(a),color.z); // grayscale - c*=filter; // filter - c*=color.x; // brightness - c=0.5+(c-0.5)*color.y; // contrast + c=mix(c,vec3(a),color.w); // grayscale + c*=filter; // filter + c+=color.z; // level + c*=color.x; // brightness + c=0.5+(c-0.5)*color.y; // contrast c+=flash; // flash gl_FragColor=vec4(c,1.0); diff --git a/neercs/video/postfx.lolfx b/neercs/video/postfx.lolfx index 55b6b7d..2b31d87 100644 --- a/neercs/video/postfx.lolfx +++ b/neercs/video/postfx.lolfx @@ -58,18 +58,18 @@ void main(void) vec3 g1=get_color(texture,z1-ghost1.xy); vec3 g2=get_color(texture,z2-ghost2.xy); - vec3 c=source+g1*ghost1.w+g2*ghost2.w; // mix + vec3 c=source+g1*ghost1.w+g2*ghost2.w; // mix - float v=aberration/float(screen_size.x)+aberration/float(screen_size.x)*(2.0-mask); + float v=aberration/float(screen_size.x);//+aberration/float(screen_size.x)*(2.0-mask); vec3 ca1=get_color(texture,vec2(z.x-v,z.y)); vec3 ca2=get_color(texture,vec2(z.x+v,z.y)); c+=vec3(ca1.x,c.y,ca2.z); // chromatic aberration - c*=moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z))*sin(0.5+z.x*float(screen_size.x*moire_h.w)); // moire h - c*=moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z))*sin(0.5+z.y*float(screen_size.y*moire_v.w)); // moire v - c*=scanline_h.x+scanline_h.y*cos(z.y*float(screen_size.y*scanline_h.z+scanline_h.w)); // scanline h - c*=scanline_v.x+scanline_v.y*cos(z.x*float(screen_size.x*scanline_v.z+scanline_v.w)); // scanline v - c*=(mask-vignetting); // vignetting - c*=letterbox(z,corner.x+2.0,corner.y,corner.z); // corner + c*=moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z))*sin(0.5+z.x*float(screen_size.x*moire_h.w)); // moire h + c*=moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z))*sin(0.5+z.y*float(screen_size.y*moire_v.w)); // moire v + c*=scanline_h.x+scanline_h.y*cos(z.y*float(screen_size.y*scanline_h.z+scanline_h.w)); // scanline h + c*=scanline_v.x+scanline_v.y*cos(z.x*float(screen_size.x*scanline_v.z+scanline_v.w)); // scanline v + c*=mix(1.0,mask,vignetting); // vignetting + c*=letterbox(z,corner.x+2.0,corner.y,corner.z); // corner gl_FragColor=vec4(c,1.0); } \ No newline at end of file diff --git a/neercs/video/render.cpp b/neercs/video/render.cpp index b698683..0b7ad32 100644 --- a/neercs/video/render.cpp +++ b/neercs/video/render.cpp @@ -89,24 +89,24 @@ float value, angle, radius, scale, speed; /* shader variable */ vec2 buffer(0.7f,0.3f); // [new frame mix,old frame mix] vec2 remanency(0.5f,0.5f); // remanency [source mix,buffer mix] -vec2 glow_mix(0.6f,0.4f); // glow mix [source mix,glow mix] -vec2 glow_large(2.0f,2.0f); // large glow radius [center,corner] -vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner] -vec2 blur(0.5f,0.5f); // blur radius [center,corner] +vec2 glow_mix(0.5f,0.5f); // glow mix [source mix,glow mix] +vec2 glow_large(3.0f,0.0f); // large glow radius [center,corner] +vec2 glow_small(1.5f,0.0f); // small glow radius [center,corner] +vec2 blur(0.5f,0.0f); // blur radius [center,corner] vec4 copper(0.125,0.125,32,64); // copper [base,variable,repeat x,repeat y] vec3 color_filter(0.9f,0.9f,1.0f); // color filter [red,green,blue] -vec3 color_color(1.0f,1.0f,0.40f); // color modifier [brightness,contrast,grayscale] +vec4 color_color(1.25f,1.0f,0.0f,0.35f); // color modifier [brightness,contrast,level,grayscale] vec2 noise_offset(2.0f,2.0f); // random line [horizontal,vertical] float noise_noise = 0.25f; // noise vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed] vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom] -float postfx_vignetting = -0.5f; // vignetting strength -float postfx_aberration = 3.0f; // chromatic aberration +float postfx_vignetting = 0.0f; // vignetting strength +float postfx_aberration = 4.0f; // chromatic aberration vec4 postfx_ghost1(0.0f,0.0f,-2.0f,-0.15f); // ghost picture 1 [position x,position y,position z,strength] vec4 postfx_ghost2(0.0f,0.0f,2.0f,0.15f); // ghost picture 2 [position x,position y,position z,strength] vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat,shift] vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variable,repeat,shift] -vec4 postfx_scanline_h(0.75f, 0.25f,0.0f,2.0f); // vertical scanline [base,variable,repeat,shift] +vec4 postfx_scanline_h(0.75f,0.0f,0.0f,0.0f); // vertical scanline [base,variable,repeat,shift] vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat,shift] vec3 postfx_corner(0.0f,0.75f,0.95f); // corner [width,radius,blur] /* text variable */ @@ -184,9 +184,9 @@ char const *setup_text[] = { "filter blue", "brightness", "contrast", + "level", "grayscale", "aberration", - "", "noise", "enable", "offset h", @@ -263,23 +263,23 @@ vec4 setup_var[]={ // setup variable [start,end,step,value] vec4(0), vec4(0), vec4(0), /* screen */ - vec4( 0, 1, 1, 1), - vec4( 0.0f, 1.0f, 0.05f, postfx_deform.x), - vec4( 0.5f, 0.7f, 0.01f, postfx_deform.y), - vec4( 0.0f, 4.0f, 0.10f, postfx_corner.x), - vec4( 0.0f, 1.0f, 0.05f, postfx_corner.y), - vec4( 0.0f, 1.0f, 0.05f, postfx_corner.z), - vec4(-1.0f, 1.0f, 0.10f, postfx_vignetting), + vec4(0, 1, 1, 1), + vec4(0.0f, 1.0f, 0.05f, postfx_deform.x), + vec4(0.5f, 0.7f, 0.01f, postfx_deform.y), + vec4(0.0f, 4.0f, 0.10f, postfx_corner.x), + vec4(0.0f, 1.0f, 0.05f, postfx_corner.y), + vec4(0.0f, 1.0f, 0.05f, postfx_corner.z), + vec4(0.0f, 1.0f, 0.10f, postfx_vignetting), vec4(0), vec4(0), /* color */ - vec4(0.0f, 1.0f, 0.05f, color_filter.x), - vec4(0.0f, 1.0f, 0.05f, color_filter.y), - vec4(0.0f, 1.0f, 0.05f, color_filter.z), - vec4(0.0f, 2.0f, 0.05f, color_color.x), - vec4(0.0f, 2.0f, 0.05f, color_color.y), - vec4(0.0f, 1.0f, 0.05f, color_color.z), - vec4(0.0f, 8.0f, 0.50f, postfx_aberration), - vec4(0), + vec4( 0.0f, 1.0f, 0.05f, color_filter.x), + vec4( 0.0f, 1.0f, 0.05f, color_filter.y), + vec4( 0.0f, 1.0f, 0.05f, color_filter.z), + vec4( 0.0f, 2.0f, 0.05f, color_color.x), + vec4( 0.0f, 2.0f, 0.05f, color_color.y), + vec4(-1.0f, 1.0f, 0.05f, color_color.z), + vec4( 0.0f, 1.0f, 0.05f, color_color.w), + vec4( 0.0f, 8.0f, 0.50f, postfx_aberration), vec4(0), /* noise */ vec4( 0, 1, 1, 1), vec4(0.0f, 4.0f, 0.50f, noise_offset.x), @@ -343,9 +343,9 @@ void Render::UpdateVar() postfx_vignetting = setup_var[k].w; k++; k += 2; /* color */ color_filter = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; - color_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; + color_color = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; postfx_aberration = setup_var[k].w; k++; - k += 2; /* noise */ + k += 1; /* noise */ m_shader_noise = (setup_var[k].w == 1) ? true : false; k++; noise_offset = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; noise_noise = setup_var[k].w; k++;