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@@ -104,17 +104,16 @@ vec3 glow_large(0.75f,2.0f,3.0f);// large glow [mix,ratio normal,ratio deform] |
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vec3 glow_small(0.50f,1.0f,1.5f);// small glow [mix,ratio normal,ratio deform] |
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//---------------------------------[IDEAS] http://www.youtube.com/watch?v=d1qEP2vMe-I |
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float postfx_deform = 0.625f; // deformation ratio |
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vec3 postfx_filter(0.875f,1.0f,0.75f);// color filter |
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vec3 postfx_retrace(0.025f,2.0f,2.0f);// retrace [color,repeat,speed] |
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float postfx_noise = 0.125f; // global noise |
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float postfx_noise_h = 3.0f; // horizontal noise |
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float postfx_noise_v = 3.0f; // vertical noise |
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vec3 postfx_filter(0.875f,1.0f,0.75f);// color filter [red,green,blue] |
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vec3 postfx_retrace(0.025f,2.0f,4.0f);// retrace [color,length,speed] |
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vec2 postfx_offset(3.0f,3.0f); // random line [horizontal,vertical] |
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vec2 postfx_noise(0,0.125f); // noise [0=grey/1=color,mix] |
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float postfx_aberration = 3.0f; // chromatic aberration |
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bool postfx_moire = true; // moire |
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vec4 postfx_moire_h(0.75f,0.25f,1.5f,2.0f); |
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vec4 postfx_moire_v(0.75f,0.25f,1.5f,1.0f); |
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vec4 postfx_moire_h(0.75f,0.25f,0.5f,1.5f); |
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vec4 postfx_moire_v(0.75f,0.25f,0.5f,1.5f); |
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bool postfx_scanline = true; // scanline |
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vec4 postfx_scanline_h(0.5f,0.5f,2.0f,0.0f); |
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vec4 postfx_scanline_h(0.75f,0.25f,1.0f,0.0f);// vertical scanline [base,variable,repeat] |
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vec4 postfx_scanline_v(1.0f,0.0f,0.0f,0.0f); |
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//float radial_value1 = 2.0f; |
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//float radial_value2 = 0.8f; |
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@@ -159,9 +158,8 @@ ShaderUniform shader_postfx_texture, |
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shader_postfx_deform, |
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shader_postfx_filter, |
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shader_postfx_retrace, |
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shader_postfx_offset, |
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shader_postfx_noise, |
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shader_postfx_noise_h, |
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shader_postfx_noise_v, |
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shader_postfx_aberration, |
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shader_postfx_moire, |
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shader_postfx_moire_h, |
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@@ -265,9 +263,8 @@ int Render::InitDraw(void) |
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shader_postfx_deform = shader_postfx->GetUniformLocation("deform"); |
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shader_postfx_filter = shader_postfx->GetUniformLocation("filter"); |
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shader_postfx_retrace = shader_postfx->GetUniformLocation("retrace"); |
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shader_postfx_offset = shader_postfx->GetUniformLocation("offset"); |
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shader_postfx_noise = shader_postfx->GetUniformLocation("noise"); |
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shader_postfx_noise_h = shader_postfx->GetUniformLocation("noise_h"); |
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shader_postfx_noise_v = shader_postfx->GetUniformLocation("noise_v"); |
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shader_postfx_aberration = shader_postfx->GetUniformLocation("aberration"); |
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shader_postfx_moire = shader_postfx->GetUniformLocation("moire"); |
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shader_postfx_moire_h = shader_postfx->GetUniformLocation("moire_h"); |
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@@ -600,9 +597,8 @@ void Render::Draw3D() |
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shader_postfx->SetUniform(shader_postfx_deform, postfx_deform); |
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shader_postfx->SetUniform(shader_postfx_filter, postfx_filter); |
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shader_postfx->SetUniform(shader_postfx_retrace, postfx_retrace); |
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shader_postfx->SetUniform(shader_postfx_offset, postfx_offset); |
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shader_postfx->SetUniform(shader_postfx_noise, postfx_noise); |
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shader_postfx->SetUniform(shader_postfx_noise_h, postfx_noise_h); |
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shader_postfx->SetUniform(shader_postfx_noise_v, postfx_noise_v); |
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shader_postfx->SetUniform(shader_postfx_aberration, postfx_aberration); |
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shader_postfx->SetUniform(shader_postfx_moire, postfx_moire); |
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shader_postfx->SetUniform(shader_postfx_moire_h, postfx_moire_h); |
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