1 | #version 150 |
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2 | |
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3 | in vec2 oUv0; |
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4 | out vec4 fragColour; |
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5 | |
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6 | uniform sampler2D RT; |
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7 | uniform sampler2D SplotchesTx; |
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8 | uniform sampler1D Texture2; |
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9 | uniform sampler1D SepiaTx; |
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10 | uniform float time_cycle_period; |
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11 | uniform float flicker; |
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12 | uniform float DirtFrequency; |
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13 | uniform vec3 luminance; |
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14 | uniform float frameJitter; |
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15 | uniform float lumiShift; |
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16 | |
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17 | vec2 calcSpriteAddr(vec2 texCoord, float DirtFrequency1, float period) |
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18 | { |
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19 | return texCoord + texture(Texture2, period * DirtFrequency1).xy; |
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20 | } |
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21 | |
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22 | vec4 getSplotches(vec2 spriteAddr) |
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23 | { |
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24 | // get sprite address into paged texture coords space |
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25 | spriteAddr = spriteAddr / 6.3; |
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26 | spriteAddr = spriteAddr - (spriteAddr / 33.3); |
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27 | |
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28 | // return texture(SplotchesTx, spriteAddr); |
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29 | return vec4(1.0) * texture(SplotchesTx, spriteAddr).r; |
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30 | } |
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31 | |
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32 | void main() |
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33 | { |
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34 | // get sprite address |
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35 | vec2 spriteAddr = calcSpriteAddr(oUv0, DirtFrequency, time_cycle_period); |
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36 | |
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37 | // add some dark and light splotches to the film |
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38 | vec4 splotches = getSplotches(spriteAddr); |
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39 | vec4 specs = 1.0 - getSplotches(spriteAddr / 3.0); |
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40 | |
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41 | // convert color to base luminance |
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42 | vec4 base = texture(RT, oUv0 + vec2(0.0, spriteAddr.y * frameJitter)); |
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43 | float lumi = dot(base.rgb, luminance); |
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44 | // randomly shift luminance |
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45 | lumi -= spriteAddr.x * lumiShift; |
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46 | // tone map luminance |
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47 | base.rgb = texture(SepiaTx, lumi).rgb; |
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48 | |
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49 | // calc flicker speed |
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50 | float darken = fract(flicker * time_cycle_period); |
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51 | |
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52 | // we want darken to cycle between 0.6 and 1.0 |
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53 | darken = abs(darken - 0.5) * 0.4 + 0.6; |
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54 | // composite dirt onto film |
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55 | fragColour = base * splotches * darken + specs; |
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56 | } |
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