dolphin/Data/Sys/Shaders/nightvision2.glsl

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void main()
{
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//variables
float internalresolution = 1278.0;
float4 c0 = Sample();
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//blur
float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0);
float blursize = 1.5;
blurtotal += SampleLocation(GetCoordinates() + float2(-blursize, -blursize) * GetInvResolution());
blurtotal += SampleLocation(GetCoordinates() + float2(-blursize, blursize) * GetInvResolution());
blurtotal += SampleLocation(GetCoordinates() + float2( blursize, -blursize) * GetInvResolution());
blurtotal += SampleLocation(GetCoordinates() + float2( blursize, blursize) * GetInvResolution());
blurtotal += SampleLocation(GetCoordinates() + float2(-blursize, 0.0) * GetInvResolution());
blurtotal += SampleLocation(GetCoordinates() + float2( blursize, 0.0) * GetInvResolution());
blurtotal += SampleLocation(GetCoordinates() + float2( 0.0, -blursize) * GetInvResolution());
blurtotal += SampleLocation(GetCoordinates() + float2( 0.0, blursize) * GetInvResolution());
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blurtotal *= 0.125;
c0 = blurtotal;
//greyscale
float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
// brighten
grey = grey * 0.5 + 0.7;
// darken edges
float x = GetCoordinates().x * GetResolution().x;
float y = GetCoordinates().y * GetResolution().y;
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if (x > internalresolution/2.0)
x = internalresolution-x;
if (y > internalresolution/2.0)
y = internalresolution-y;
if (x > internalresolution/2.0*0.95)
x = internalresolution/2.0*0.95;
if (y > internalresolution/2.0*0.95)
y = internalresolution/2.0*0.95;
x = -x+641.0;
y = -y+641.0;
/*****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt = x / 10.0;
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while ((sqrt*sqrt) < x)
sqrt+=0.1;
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x = sqrt;
sqrt = y / 10.0;
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while ((sqrt*sqrt) < y)
sqrt+=0.1;
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y = sqrt;
x *= 2.0;
y *= 2.0;
grey -= x / 200.0;
grey -= y / 200.0;
// output
SetOutput(float4(0.0, grey, 0.0, 1.0));
}