Pixel-Composer/build/Windows/0/cache/sh_vignette.shader

54 lines
1.4 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float exposure;
uniform float strength;
uniform float amplitude;
uniform float smoothness;
uniform int light;
void main() {
vec2 uv = v_vTexcoord;
vec2 _uv = v_vTexcoord - 0.5;
float dist = dot(_uv, _uv);
float ang = atan(_uv.y, _uv.x);
vec2 _sp = 0.5 + vec2(cos(ang), sin(ang)) * dist;
float smt = smoothness / 2.;
uv = mix(uv, _sp, smt);
uv *= 1.0 - uv.yx;
float vig = uv.x * uv.y * exposure;
vig = pow(vig, 0.25 + smt);
vig = clamp(vig, 0., 1.);
vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord );
float str = (1. - ((1. - vig) * strength));
if(light == 1) str = str < 0.001? 10000. : 1. / str;
gl_FragColor = vec4(samp.rgb * str, samp.a);
}