still broken, still renders

because im going to break it once again
See my comment in PostProcessor.kt
This commit is contained in:
minjaesong
2018-06-28 21:31:39 +09:00
parent 673008ecfc
commit ce10b69aaa
8 changed files with 111 additions and 53 deletions

View File

@@ -11,17 +11,17 @@ uniform sampler2D u_texture;
uniform vec2 resolution;
uniform vec3 phosphor_colour = vec3(1.3, 0.8567, 0.0);
vec3 scanline_darkening = vec3(0.45, 0.45, 0.45);
vec3 scanline_darkening = vec3(0.66, 0.66, 0.66);
// 0: every odd line will get darkened; 1: every even line will get darkened
uniform float alternative_scanline = 0.0; // 1.0: true
uniform float blur_blend = 0.3;
uniform float blur_blend = 0.8;
void main(void) {
vec3 color = texture2D(u_texture, v_texCoords).rgb;
vec3 color_pre = texture2D(u_texture, (gl_FragCoord + vec2(-1.0, 0.0)) / resolution).rgb;
vec3 color_next = texture2D(u_texture, (gl_FragCoord + vec2( 1.0, 0.0)) / resolution).rgb;
vec4 color = texture2D(u_texture, v_texCoords).rgba;
vec4 color_pre = texture2D(u_texture, (v_texCoords + (vec2(-2.0, 0.0) / resolution))).rgba;
vec4 color_next = texture2D(u_texture, (v_texCoords + (vec2( 2.0, 0.0) / resolution))).rgba;
color = color * (1.0 - blur_blend) + color_pre * (blur_blend / 2.0) + color_next * (blur_blend / 2.0);
@@ -34,11 +34,12 @@ void main(void) {
) / 8.0;
// out colour
color = vec3(color_luminosity) * phosphor_colour;
vec3 out_color = vec3(color_luminosity) * phosphor_colour;
if (is_scanline) {
color = color * scanline_darkening;
out_color = out_color * scanline_darkening;
}
gl_FragColor = vec4(color, 1.0);
gl_FragColor = vec4(out_color, 0.5);
}