Created
September 29, 2011 13:55
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<?xml version="1.0" encoding="UTF-8"?> | |
<!-- | |
Plain (and obviously inaccurate) phosphor. | |
Author: Themaister | |
License: Public Domain | |
--> | |
<shader language="GLSL"> | |
<fragment filter="linear"><![CDATA[ | |
uniform sampler2D rubyTexture; | |
uniform vec2 rubyTextureSize; | |
vec3 to_focus(float pixel) | |
{ | |
pixel = mod(pixel + 3.0, 3.0); | |
if (pixel >= 2.0) // Blue | |
return vec3(pixel - 2.0, 0.0, 3.0 - pixel); | |
else if (pixel >= 1.0) // Green | |
return vec3(0.0, 2.0 - pixel, pixel - 1.0); | |
else // Red | |
return vec3(1.0 - pixel, pixel, 0.0); | |
} | |
void main() | |
{ | |
float y = mod(gl_TexCoord[0].y * rubyTextureSize.y, 1.0); | |
float intensity = exp(-0.2 * y); | |
vec2 one_x = vec2(1.0 / (3.0 * rubyTextureSize.x), 0.0); | |
vec3 color = texture2D(rubyTexture, gl_TexCoord[0].xy - 0.0 * one_x).rgb; | |
vec3 color_prev = texture2D(rubyTexture, gl_TexCoord[0].xy - 1.0 * one_x).rgb; | |
vec3 color_prev_prev = texture2D(rubyTexture, gl_TexCoord[0].xy - 2.0 * one_x).rgb; | |
float pixel_x = 3.0 * gl_TexCoord[0].x * rubyTextureSize.x; | |
vec3 focus = to_focus(pixel_x - 0.0); | |
vec3 focus_prev = to_focus(pixel_x - 1.0); | |
vec3 focus_prev_prev = to_focus(pixel_x - 2.0); | |
vec3 result = | |
0.8 * color * focus + | |
0.6 * color_prev * focus_prev + | |
0.3 * color_prev_prev * focus_prev_prev; | |
result = 2.3 * pow(result, vec3(1.4)); | |
gl_FragColor = vec4(intensity * result, 1.0); | |
} | |
]]></fragment> | |
</shader> |
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