1 | sampler2D RT : register(s0); |
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2 | sampler2D SplotchesTx : register(s1); |
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3 | sampler1D Texture2 : register(s2); |
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4 | sampler1D SepiaTx : register(s3); |
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5 | |
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6 | float2 calcSpriteAddr(float2 texCoord, float DirtFrequency1, float period) |
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7 | { |
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8 | return texCoord + tex1D(Texture2, period * DirtFrequency1).xy; |
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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 float4(1,1,1,1) * tex2D(SplotchesTx, spriteAddr).r; |
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19 | } |
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20 | |
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21 | float4 OldMovie_ps (float4 pos : POSITION, |
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22 | float2 texCoord : TEXCOORD0, |
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23 | uniform float time_cycle_period, |
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24 | uniform float flicker, |
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25 | uniform float DirtFrequency, |
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26 | uniform float3 luminance, |
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27 | uniform float frameJitter, |
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28 | uniform float lumiShift |
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29 | ) : COLOR |
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30 | { |
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31 | |
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32 | // get sprite address |
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33 | float2 spriteAddr = calcSpriteAddr(texCoord, DirtFrequency, time_cycle_period); |
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34 | |
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35 | // add some dark and light splotches to the film |
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36 | float4 splotches = getSplotches(spriteAddr); |
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37 | float4 specs = 1.0f - getSplotches(spriteAddr / 3.0f); |
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38 | |
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39 | // convert color to base luminance |
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40 | float4 base = tex2D(RT, texCoord + float2(0, spriteAddr.y * frameJitter)); |
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41 | float lumi = dot(base.rgb, luminance); |
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42 | // randomly shift luminance |
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43 | lumi -= spriteAddr.x * lumiShift; |
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44 | // tone map luminance |
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45 | base.rgb = tex1D(SepiaTx, lumi ).rgb; |
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46 | |
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47 | // calc flicker speed |
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48 | float darken = frac(flicker * time_cycle_period); |
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49 | |
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50 | // we want darken to cycle between 0.6 and 1.0 |
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51 | darken = abs(darken - 0.5f) * 0.4f + 0.6f; |
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52 | // composite dirt onto film |
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53 | return base * splotches * darken + specs; |
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54 | } |
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55 | |
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