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path: root/data/maps/the_great/rooms/Outside Jail.txtpb
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<
name: "Outside Jail"
panel_display_name: "Jail"
panels {
  name: "GUT"
  path: "Panels/Head/head_1"
  clue: "gut"
  answer: "guilt"
  symbols: SPARKLES
}
panels {
  name: "HAM"
  path: "Panels/Head/head_2"
  clue: "ham"
  answer: "shame"
  symbols: SPARKLES
}
panels {
  name: "MAIM"
  path: "Panels/Head/head_3"
  clue: "maim"
  answer: "shame"
  symbols: ZERO
}
panels {
  name: "WILT"
  path: "Panels/Head/head_4"
  clue: "wilt"
  answer: "guilt"
  symbols: ZERO
}
xture(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 = Cur_Local.xyz; }