From 0751446e1d069263d25abcff49a32a380231709a Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Mon, 23 Feb 2015 10:49:56 -0500 Subject: Rewrote bloom so it's not super slow, also removed the frame from the screen mesh --- shaders/final.fragment | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'shaders/final.fragment') diff --git a/shaders/final.fragment b/shaders/final.fragment index f9d8995..b6c49a8 100644 --- a/shaders/final.fragment +++ b/shaders/final.fragment @@ -12,11 +12,11 @@ uniform sampler2D scanlinestex; const float Tuning_Overscan = 1.08; const float Tuning_Dimming = 0.0; -const float Tuning_Satur = 1.0; +const float Tuning_Satur = 1.13; const float Tuning_ReflScalar = 0.3; -const float Tuning_Barrel = 0; //0.12; +const float Tuning_Barrel = 0;//0.12; const float Tuning_Scanline_Brightness = 0.45; -const float Tuning_Scanline_Opacity = 0.5; +const float Tuning_Scanline_Opacity = 0.55; const float Tuning_Diff_Brightness = 0.75; const float Tuning_Spec_Brightness = 0.35; const float Tuning_Spec_Power = 50.0; @@ -26,7 +26,7 @@ uniform vec2 resolution; vec4 sampleCRT(vec2 uv) { - vec2 CRTMask_Scale = resolution / vec2(6.0, 5.0); + vec2 CRTMask_Scale = vec2(320.0,200.0) / vec2(2.0, 1.0); vec2 scanuv = uv * CRTMask_Scale; vec3 scantex = texture(scanlinestex, scanuv).rgb; @@ -61,7 +61,7 @@ void main() spec = pow(spec, Tuning_Spec_Power); vec4 colorspec = vec4(0.25, 0.25, 0.25, 1) * spec * Tuning_Spec_Brightness; - float fres = 1.0f - dot(camDir, norm); + float fres = 1.0 - dot(camDir, norm); fres = (fres*fres) * Tuning_Fres_Brightness; vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres; -- cgit 1.4.1