about summary refs log tree commit diff stats
path: root/data/maps/control_center/rooms/Partial Entrance.txtpb
blob: 5771afc8e11794a988fceccec62074d1ead4b461 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
name: "Partial Entrance"
panels {
  name: "PARTIAL"
  path: "Panels/Hallway Left/entry_5"
  clue: "partial"
  answer: "part"
  symbols: SPARKLES
}
ports {
  name: "PARTIAL"
  display_name: "Partial Connector"
  path: "Components/Warps/worldport4"
  destination { x: 21 y: 0 z: -41 }
  rotation: 270
  # TODO: shuffle entrances with dependent keyholders
  no_shuffle: true
}
} const float SharpWeight[3] = float[3](1.0, -0.3162277, 0.1); void main() { vec4 NTSCArtifact1 = texture(NTSCArtifactSampler, UV); vec4 NTSCArtifact2 = texture(NTSCArtifactSampler, UV + RcpScrHeight); vec4 NTSCArtifact = mix(NTSCArtifact1, NTSCArtifact2, NTSCLerp); vec4 TunedNTSC = NTSCArtifact * Tuning_NTSC; vec2 LeftUV = UV - RcpScrWidth; vec2 RightUV = UV + RcpScrWidth; vec4 Cur_Left = texture(curFrameSampler, LeftUV); vec4 Cur_Local = texture(curFrameSampler, UV); vec4 Cur_Right = texture(curFrameSampler, RightUV); vec4 Prev_Left = texture(prevFrameSampler, LeftUV); vec4 Prev_Local = texture(prevFrameSampler, UV); vec4 Prev_Right = texture(prevFrameSampler, RightUV); Cur_Local = clamp(Cur_Local + (((Cur_Left - Cur_Local) + (Cur_Right - Cur_Local)) * TunedNTSC), vec4(0,0,0,0), vec4(1,1,1,1)); float curBrt = Brightness(Cur_Local); float offset = 0; for (int i=0; i<3; ++i) { vec2 StepSize = (RcpScrWidth * float(i+1)); vec4 neighborleft = texture(curFrameSampler, UV - StepSize); vec4 neighborright = texture(curFrameSampler, UV + StepSize); float NBrtL = Brightness(neighborleft); float NBrtR = Brightness(neighborright); offset += ((curBrt - NBrtL) + (curBrt - NBrtR)) * SharpWeight[i]; } Cur_Local = clamp(Cur_Local + (offset * Tuning_Sharp * mix(vec4(1,1,1,1), NTSCArtifact, Tuning_NTSC)), vec4(0,0,0,0), vec4(1,1,1,1)); Cur_Local = clamp(max(Cur_Local, Tuning_Persistence * (1.0 / (1.0 + (2.0 * Tuning_Bleed))) * (Prev_Local + ((Prev_Left + Prev_Right) * Tuning_Bleed))), vec4(0,0,0,0), vec4(1,1,1,1)); color = vec4(Cur_Local.rgb, 1.0); }