[25] | 1 | sampler RT : register(s0); |
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| 2 | sampler SplotchesTx : register(s1); |
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| 3 | sampler Texture2 : register(s2); |
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| 4 | sampler SepiaTx : register(s3); |
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| 5 | |
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| 6 | float2 calcSpriteAddr(float2 texCoord, float DirtFrequency, float period) |
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| 7 | { |
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| 8 | return texCoord + tex1D(Texture2, period * DirtFrequency); |
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| 9 | } |
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| 10 | |
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| 11 | float4 getSplotches(float2 spriteAddr) |
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| 12 | { |
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| 13 | // get sprite address into paged texture coords space |
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| 14 | spriteAddr = spriteAddr / 6.3f; |
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| 15 | //spriteAddr = spriteAddr - frac(spriteAddr); |
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| 16 | spriteAddr = spriteAddr - (spriteAddr /33.3f); |
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| 17 | |
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| 18 | return tex2D(SplotchesTx, spriteAddr); |
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| 19 | } |
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| 20 | |
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| 21 | float4 OldMovie_ps (float2 texCoord : TEXCOORD0, |
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| 22 | uniform float time_cycle_period, |
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| 23 | uniform float flicker, |
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| 24 | uniform float DirtFrequency, |
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| 25 | uniform float3 luminance, |
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| 26 | uniform float frameJitter, |
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| 27 | uniform float lumiShift |
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| 28 | ) : COLOR |
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| 29 | { |
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| 30 | |
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| 31 | // get sprite address |
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| 32 | float2 spriteAddr = calcSpriteAddr(texCoord, DirtFrequency, time_cycle_period); |
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| 33 | |
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| 34 | // add some dark and light splotches to the film |
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| 35 | float4 splotches = getSplotches(spriteAddr); |
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| 36 | float4 specs = 1.0f - getSplotches(spriteAddr / 3.0f); |
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| 37 | |
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| 38 | // convert color to base luminance |
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| 39 | float4 base = tex2D(RT, texCoord + float2(0, spriteAddr.y * frameJitter)); |
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| 40 | float lumi = dot(base.rgb, luminance); |
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| 41 | // randomly shift luminance |
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| 42 | lumi -= spriteAddr.x * lumiShift; |
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| 43 | // tone map luminance |
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| 44 | base.rgb = tex1D(SepiaTx, lumi ); |
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| 45 | |
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| 46 | // calc flicker speed |
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| 47 | float darken = frac(flicker * time_cycle_period); |
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| 48 | |
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| 49 | // we want darken to cycle between 0.6 and 1.0 |
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| 50 | darken = abs(darken - 0.5f) * 0.4f + 0.6f; |
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| 51 | // composite dirt onto film |
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| 52 | return base * splotches * darken + specs; |
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| 53 | } |
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| 54 | |
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