summary refs log tree commit diff stats
path: root/shaders/final.fragment
diff options
context:
space:
mode:
authorKelly Rauchenberger <fefferburbia@gmail.com>2015-02-19 20:10:11 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2015-02-19 20:10:11 -0500
commitcd48894563052baeddff64f6bbc13ccc7fa6e081 (patch)
treec7ab2a9b4cbb7ac0d921cf486aef00c5b5623144 /shaders/final.fragment
parentc1b1558256997df22678f6405ea320ae454ad5b4 (diff)
downloadtherapy-cd48894563052baeddff64f6bbc13ccc7fa6e081.tar.gz
therapy-cd48894563052baeddff64f6bbc13ccc7fa6e081.tar.bz2
therapy-cd48894563052baeddff64f6bbc13ccc7fa6e081.zip
Added CRT mesh!
Also a character sprite, changed up the map file format, fixed some shader bugs
Diffstat (limited to 'shaders/final.fragment')
-rw-r--r--shaders/final.fragment12
1 files changed, 6 insertions, 6 deletions
diff --git a/shaders/final.fragment b/shaders/final.fragment index 5feccb9..7eeb78e 100644 --- a/shaders/final.fragment +++ b/shaders/final.fragment
@@ -15,14 +15,14 @@ const vec2 UVScalar = vec2(1.0, 1.0);
15const vec2 UVOffset = vec2(0.0, 0.0); 15const vec2 UVOffset = vec2(0.0, 0.0);
16const vec2 CRTMask_Scale = vec2(85.0, 153.6)*4.0; 16const vec2 CRTMask_Scale = vec2(85.0, 153.6)*4.0;
17const vec2 CRTMask_Offset = vec2(0.0, 0.0); 17const vec2 CRTMask_Offset = vec2(0.0, 0.0);
18const float Tuning_Overscan = 1.0; 18const float Tuning_Overscan = 1.08;
19const float Tuning_Dimming = 0.0; 19const float Tuning_Dimming = 0.0;
20const float Tuning_Satur = 1.35; 20const float Tuning_Satur = 1.0;
21const float Tuning_ReflScalar = 0.3; 21const float Tuning_ReflScalar = 0.3;
22const float Tuning_Barrel = 0; //0.12; 22const float Tuning_Barrel = 0; //0.12;
23const float Tuning_Scanline_Brightness = 0.5; 23const float Tuning_Scanline_Brightness = 0.45;
24const float Tuning_Scanline_Opacity = 0.5; 24const float Tuning_Scanline_Opacity = 0.5;
25const float Tuning_Diff_Brightness = 0.5; 25const float Tuning_Diff_Brightness = 0.75;
26const float Tuning_Spec_Brightness = 0.35; 26const float Tuning_Spec_Brightness = 0.35;
27const float Tuning_Spec_Power = 50.0; 27const float Tuning_Spec_Power = 50.0;
28const float Tuning_Fres_Brightness = 1.0; 28const float Tuning_Fres_Brightness = 1.0;
@@ -86,7 +86,7 @@ void main()
86 vec4 emissive = sampleCRT(UV); 86 vec4 emissive = sampleCRT(UV);
87 87
88 vec4 nearfinal = colorfres + colordiff + colorspec + emissive; 88 vec4 nearfinal = colorfres + colordiff + colorspec + emissive;
89 vec4 final = nearfinal * mix(vec4(1,1,1,1), vec4(0,0,0,0), Tuning_Dimming); 89 //vec4 final = nearfinal * mix(vec4(1,1,1,1), vec4(0,0,0, 0), Tuning_Dimming);
90 90
91 color = final.rgb; 91 color = nearfinal.rgb;
92} 92}