39 lines
1.2 KiB
HLSL
39 lines
1.2 KiB
HLSL
#include "common.hlsli"
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struct v2p
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{
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float4 color : COLOR0; // multiplier, color.w = noise_amount
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float4 gray : COLOR1; // (.3,.3,.3.,amount)
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float2 tc0 : TEXCOORD0; // base1 (duality)
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float2 tc1 : TEXCOORD1; // base2 (duality)
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float2 tc2 : TEXCOORD2; // base (noise)
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};
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uniform sampler2D s_base0;
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uniform sampler2D s_base1;
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uniform sampler2D s_noise;
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uniform sampler2D s_distort;
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uniform sampler2D s_intensity;
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uniform sampler2D s_grad0;
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uniform float4 c_brightness;
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// Pixel
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float4 main(v2p I) : COLOR
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{
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float4 distort = tex2D(s_distort, I.tc0);
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float2 offset = (distort.xy - (127.0f / 255.0f)) * def_distort;
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float3 t_0 = tex2D(s_base0, I.tc0 + offset);
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float3 t_1 = tex2D(s_base1, I.tc1 + offset);
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float3 image = (t_0 + t_1) * 0.5f; // add_d2
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float gray = dot(image, I.gray); // dp3
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image = lerp(gray, image, I.gray.w); // mul/mad
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float4 t_noise = tex2D(s_noise, I.tc2);
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float3 noised = image * t_noise * 2.0f; // mul_2x
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image = lerp(noised, image, I.color.w); // lrp ?
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image = (image * I.color + c_brightness) * 2.0f; // mad
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// image = (image + c_brightness) * I.color; // mad ?
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return float4(image, 1.0f); // +mov
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}
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