1 | |
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2 | |
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3 | sampler Image: register(s0); |
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4 | sampler Rand: register(s1); |
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5 | sampler Noise: register(s2); |
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6 | |
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7 | float4 OldTV_ps(float2 pos: TEXCOORD1, float2 img: TEXCOORD0, |
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8 | uniform float distortionFreq: register(c3), |
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9 | uniform float distortionScale: register(c4), |
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10 | uniform float distortionRoll: register(c5), |
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11 | uniform float interference: register(c7), |
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12 | uniform float frameLimit: register(c8), |
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13 | uniform float frameShape: register(c0), |
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14 | uniform float frameSharpness: register(c1), |
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15 | uniform float time_0_X: register(c2), |
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16 | uniform float sin_time_0_X: register(c6) |
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17 | |
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18 | ) : COLOR { |
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19 | // Define a frame shape |
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20 | float f = (1 - pos.x * pos.x) * (1 - pos.y * pos.y); |
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21 | float frame = saturate(frameSharpness * (pow(f, frameShape) - frameLimit)); |
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22 | |
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23 | // Interference ... just a texture filled with rand() |
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24 | float rand = tex3D(Rand, float3(1.5 * pos, time_0_X)) - 0.2; |
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25 | |
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26 | // Some signed noise for the distortion effect |
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27 | float noisy = tex3D(Noise, float3(0, 0.5 * pos.y, 0.1 * time_0_X)) - 0.5; |
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28 | |
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29 | // Repeat a 1 - x^2 (0 < x < 1) curve and roll it with sinus. |
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30 | float dst = frac(pos.y * distortionFreq + distortionRoll * sin_time_0_X); |
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31 | dst *= (1 - dst); |
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32 | // Make sure distortion is highest in the center of the image |
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33 | dst /= 1 + distortionScale * abs(pos.y); |
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34 | |
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35 | // ... and finally distort |
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36 | img.x += distortionScale * noisy * dst; |
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37 | float4 image = tex2D(Image, img); |
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38 | |
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39 | // Combine frame, distorted image and interference |
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40 | return frame * (interference * rand + image); |
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41 | } |
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42 | |
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