From cd48894563052baeddff64f6bbc13ccc7fa6e081 Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Thu, 19 Feb 2015 20:10:11 -0500 Subject: Added CRT mesh! Also a character sprite, changed up the map file format, fixed some shader bugs --- shaders/ntsc.fragment | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'shaders/ntsc.fragment') diff --git a/shaders/ntsc.fragment b/shaders/ntsc.fragment index 12d6873..ceab64d 100644 --- a/shaders/ntsc.fragment +++ b/shaders/ntsc.fragment @@ -8,8 +8,8 @@ uniform sampler2D curFrameSampler; uniform sampler2D NTSCArtifactSampler; uniform sampler2D prevFrameSampler; -const float Tuning_Sharp = 0.8; -const vec4 Tuning_Persistence = vec4(0.7,0.7,0.7,0.7); +const float Tuning_Sharp = 0.25; +const vec4 Tuning_Persistence = vec4(1.0) * 0.5; const float Tuning_Bleed = 0.5; const float Tuning_NTSC = 0.35; uniform float NTSCLerp; @@ -29,6 +29,7 @@ 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; @@ -41,7 +42,7 @@ void main() 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)) * Tuning_NTSC), vec4(0,0,0,0), vec4(1,1,1,1)); + 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; -- cgit 1.4.1