79 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			79 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | 
 | ||
|  | uniform sampler2D tex; | ||
|  | 
 | ||
|  | #ifdef _CPostprocess | ||
|  | uniform vec3 PPComp13; | ||
|  | #endif | ||
|  | 
 | ||
|  | in vec2 texCoord; | ||
|  | out vec4 fragColor; | ||
|  | 
 | ||
|  | vec2 barrelDistortion(vec2 coord, float amt) { | ||
|  | 	vec2 cc = coord - 0.5; | ||
|  | 	float dist = dot(cc, cc); | ||
|  | 	return coord + cc * dist * amt; | ||
|  | } | ||
|  | float sat(float value) | ||
|  | { | ||
|  | 	return clamp(value, 0.0, 1.0); | ||
|  | } | ||
|  | float linterp(float t) { | ||
|  | 	return sat(1.0 - abs(2.0 * t - 1.0) ); | ||
|  | } | ||
|  | float remap(float t, float a, float b ) { | ||
|  | 	return sat((t - a) / (b - a)); | ||
|  | } | ||
|  | vec4 spectrum_offset(float t) { | ||
|  | 	vec4 ret; | ||
|  | 	float low = step(t,0.5); | ||
|  | 	float high = 1.0 - low; | ||
|  | 	float minMap = 1.0; | ||
|  | 	float maxMap = 6.0; | ||
|  | 	float w = linterp( remap(t, minMap/maxMap, 5.0/maxMap ) ); | ||
|  | 	ret = vec4(low, 1.0, high, 1.) * vec4(1.0-w, w, 1.0-w, 1.0); | ||
|  | 
 | ||
|  | 	return pow(ret, vec4(1.0/2.2) ); | ||
|  | } | ||
|  | 
 | ||
|  | void main() { | ||
|  | 
 | ||
|  | 	#ifdef _CPostprocess | ||
|  | 		float max_distort = PPComp13.x; | ||
|  | 		int num_iter = int(PPComp13.y); | ||
|  | 	#else | ||
|  | 		float max_distort = compoChromaticStrength; | ||
|  | 		int num_iter = compoChromaticSamples; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	// Spectral | ||
|  | 	if (compoChromaticType == 1) { | ||
|  | 		float reci_num_iter_f = 1.0 / float(num_iter); | ||
|  | 
 | ||
|  | 		vec2 resolution = vec2(1,1); | ||
|  | 		vec2 uv = (texCoord.xy/resolution.xy); | ||
|  | 		vec4 sumcol = vec4(0.0); | ||
|  | 		vec4 sumw = vec4(0.0); | ||
|  | 		for (int i=0; i < num_iter; ++i) | ||
|  | 		{ | ||
|  | 			float t = float(i) * reci_num_iter_f; | ||
|  | 			vec4 w = spectrum_offset(t); | ||
|  | 			sumw += w; | ||
|  | 			sumcol += w * texture(tex, barrelDistortion(uv, 0.6 * max_distort * t)); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		fragColor = sumcol / sumw; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Simple | ||
|  | 	else { | ||
|  | 		vec3 col = vec3(0.0); | ||
|  | 		col.x = texture(tex, texCoord + ((vec2(0.0, 1.0) * max_distort) / vec2(1000.0))).x; | ||
|  | 		col.y = texture(tex, texCoord + ((vec2(-0.85, -0.5) * max_distort) / vec2(1000.0))).y; | ||
|  | 		col.z = texture(tex, texCoord + ((vec2(0.85, -0.5) * max_distort) / vec2(1000.0))).z; | ||
|  | 		fragColor = vec4(col.x, col.y, col.z, fragColor.w); | ||
|  | 	} | ||
|  | } |