Two more post processing shaders just for fun. Vignette looks pretty nice.

This commit is contained in:
Henrik Rydgard 2013-10-12 02:54:55 +02:00
parent b56cf00015
commit dbc1c66c48
3 changed files with 45 additions and 0 deletions

@ -12,4 +12,14 @@ Vertex=natural.vsh
Name=Grayscale
Author=Henrik
Fragment=grayscale.fsh
Vertex=fxaa.vsh
[Vignette]
Name=Vignette
Author=Henrik
Fragment=vignette.fsh
Vertex=fxaa.vsh
[InverseColors]
Name=Inverse Colors
Author=Henrik
Fragment=inversecolors.fsh
Vertex=fxaa.vsh

@ -0,0 +1,19 @@
// Simple false color shader
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
varying vec2 v_texcoord0;
void main() {
vec3 rgb = texture2D(sampler0, v_texcoord0.xy).xyz;
float luma = dot(rgb, vec3(0.299, 0.587, 0.114));
vec3 gray = vec3(luma, luma, luma) - 0.5;
rgb -= vec3(0.5, 0.5, 0.5);
gl_FragColor.rgb = saturate(mix(rgb, gray, 2.0) + 0.5);
gl_FragColor.a = 1.0;
}

@ -0,0 +1,16 @@
// Simple false color shader
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
varying vec2 v_texcoord0;
void main() {
float vignette = 1.1 - 0.6 * (dot(v_texcoord0 - 0.5, v_texcoord0 - 0.5) * 2.0);
vec3 rgb = texture2D(sampler0, v_texcoord0.xy).xyz;
gl_FragColor.rgb = vignette * rgb;
gl_FragColor.a = 1.0;
}