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- void main()
- {
- //variables
- float internalresolution = 1278.0;
- float4 c0 = Sample();
- //blur
- float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0);
- float blursize = 1.5;
- blurtotal += SampleLocation(GetCoordinates() + float2(-blursize, -blursize) * GetInvResolution());
- blurtotal += SampleLocation(GetCoordinates() + float2(-blursize, blursize) * GetInvResolution());
- blurtotal += SampleLocation(GetCoordinates() + float2( blursize, -blursize) * GetInvResolution());
- blurtotal += SampleLocation(GetCoordinates() + float2( blursize, blursize) * GetInvResolution());
- blurtotal += SampleLocation(GetCoordinates() + float2(-blursize, 0.0) * GetInvResolution());
- blurtotal += SampleLocation(GetCoordinates() + float2( blursize, 0.0) * GetInvResolution());
- blurtotal += SampleLocation(GetCoordinates() + float2( 0.0, -blursize) * GetInvResolution());
- blurtotal += SampleLocation(GetCoordinates() + float2( 0.0, blursize) * GetInvResolution());
- blurtotal *= 0.125;
- c0 = blurtotal;
- //greyscale
- float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
- // brighten
- grey = grey * 0.5 + 0.7;
- // darken edges
- float x = GetCoordinates().x * GetResolution().x;
- float y = GetCoordinates().y * GetResolution().y;
- if (x > internalresolution/2.0)
- x = internalresolution-x;
- if (y > internalresolution/2.0)
- y = internalresolution-y;
- if (x > internalresolution/2.0*0.95)
- x = internalresolution/2.0*0.95;
- if (y > internalresolution/2.0*0.95)
- y = internalresolution/2.0*0.95;
- x = -x+641.0;
- y = -y+641.0;
- /*****inline square root routines*****/
- // bit of a performance bottleneck.
- // neccessary to make the darkened area rounded
- // instead of rhombus-shaped.
- float sqrt = x / 10.0;
- while ((sqrt*sqrt) < x)
- sqrt+=0.1;
- x = sqrt;
- sqrt = y / 10.0;
- while ((sqrt*sqrt) < y)
- sqrt+=0.1;
- y = sqrt;
- x *= 2.0;
- y *= 2.0;
- grey -= x / 200.0;
- grey -= y / 200.0;
- // output
- SetOutput(float4(0.0, grey, 0.0, 1.0));
- }
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