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source: data/branches/lod/materials/programs/OldMovieFP.cg @ 9212

Last change on this file since 9212 was 5312, checked in by landauf, 16 years ago

added shaders (compositors, materials, cg programs and textures)

  • Property svn:eol-style set to native
File size: 1.6 KB
Line 
1sampler RT : register(s0);
2sampler SplotchesTx : register(s1);
3sampler Texture2 : register(s2);
4sampler SepiaTx : register(s3);
5
6float2 calcSpriteAddr(float2 texCoord, float DirtFrequency, float period)
7{
8   return texCoord + tex1D(Texture2, period  * DirtFrequency);
9}
10
11float4 getSplotches(float2 spriteAddr)
12{
13   // get sprite address into paged texture coords space
14   spriteAddr = spriteAddr / 6.3f;
15   //spriteAddr = spriteAddr - frac(spriteAddr);
16   spriteAddr = spriteAddr - (spriteAddr /33.3f);
17
18   return tex2D(SplotchesTx, spriteAddr);
19}
20
21float4 OldMovie_ps (float2 texCoord  : TEXCOORD0,
22                                uniform float time_cycle_period,
23                                uniform float flicker,
24                                uniform float DirtFrequency,
25                                uniform float3 luminance,
26                                uniform float frameJitter,
27                                uniform float lumiShift
28                                ) : COLOR
29{
30
31   // get sprite address
32   float2 spriteAddr = calcSpriteAddr(texCoord, DirtFrequency, time_cycle_period);
33
34    // add some dark and light splotches to the film
35   float4 splotches = getSplotches(spriteAddr);
36   float4 specs = 1.0f - getSplotches(spriteAddr / 3.0f);
37
38   // convert color to base luminance
39   float4 base = tex2D(RT, texCoord + float2(0, spriteAddr.y * frameJitter));
40   float lumi = dot(base.rgb, luminance);
41   // randomly shift luminance
42   lumi -= spriteAddr.x * lumiShift;
43   // tone map luminance
44   base.rgb = tex1D(SepiaTx, lumi );
45
46   // calc flicker speed
47   float darken = frac(flicker * time_cycle_period);
48
49   // we want darken to cycle between 0.6 and 1.0
50   darken = abs(darken - 0.5f) * 0.4f + 0.6f;
51   // composite dirt onto film
52   return base * splotches * darken + specs;
53}
54
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