50 lines
1.3 KiB
GLSL
50 lines
1.3 KiB
GLSL
#version 330
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#extension GL_ARB_separate_shader_objects : enable
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layout(location=1) in vec2 texVp;
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layout(location=0) out vec4 target;
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uniform ivec2 screenCenter;
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// x = bar time
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// y = object glow
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// z = real time since song start
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uniform vec3 timing;
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uniform ivec2 viewport;
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uniform float objectGlow;
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// bg_texture.png
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uniform sampler2D mainTex;
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uniform sampler2D fb_tex;
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uniform float tilt;
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uniform float clearTransition;
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#define PI 3.14159265359
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#define TWO_PI 6.28318530718
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float gapWidth = 0.6;
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float boost = 2;
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float post_boost = 3;
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float boost_exponent = 1.3;
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float scan_curve = 0.8;
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float lines = 320;
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vec2 blue_green_shift = vec2(0.0005 , 0.0);
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void main()
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{
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//target = vec4(0);
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//return;
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vec2 uv = vec2(texVp) / viewport;
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uv.y = 1.0 - uv.y;
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float scanline = (0.5 * sin(uv.y * TWO_PI * lines) + 0.5 - gapWidth) / (2.0 - gapWidth);
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scanline = max(0., scanline);
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scanline = pow(scanline, scan_curve);
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target.r = texture(fb_tex, uv).r * scanline * (1.0 + boost);
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target.g = texture(fb_tex, uv - blue_green_shift).g * scanline * (1.0 + boost);
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target.b = texture(fb_tex, uv + blue_green_shift).b * scanline * (1.0 + boost);
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target.r = pow(target.r, boost_exponent);
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target.g = pow(target.g, boost_exponent);
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target.b = pow(target.b, boost_exponent);
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target *= post_boost;
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target.a = 1.0;
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}
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