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Custom nightvision shader for Hideous Destructor. Put the nitevis.fp file into a .pk3 and load after HD.
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// (C) 2019 Sterling Parker (aka "Caligari87") | |
// This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. | |
// | |
// Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: | |
// | |
// The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. | |
// Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | |
// This notice may not be removed or altered from any source distribution. | |
// | |
// zlib License: https://opensource.org/licenses/Zlib | |
// Original source: https://gist.github.com/caligari87/daa5b127a3bc522794eb050067b5a95e | |
// ------------------------ // | |
// USER CONFIGURABLE VALUES // | |
// ------------------------ // | |
// Resolution reduction | |
// 4 = 1/4th screen resolution | |
int resfactor = 4; | |
// Enable horizontal and/or vertical scanlines | |
bool hscan = true; | |
bool vscan = false; | |
float scanstrength = resfactor / 2.0; | |
// Posterization / palette filter | |
// This sets number of color levels | |
int posterize = 16; | |
// Color filter | |
// Values are the relative strengths of the RGB channels | |
// Filter colors are normalized so don't worry about unbalanced values | |
// All zeros means greyscale / monochrome filter | |
// Whiteclip is how white the brightest areas are. This can be negative. | |
vec3 posfilter = normalize(vec3(0.00, 1.0, 0.75)); // primary NVG color (positive exposure) | |
vec3 negfilter = normalize(vec3(1.0, 0.0, 0.0)); // secondary NVG color (negative exposure) | |
float whiteclip = 1.0; | |
// ----------------------------------- // | |
// USER CONFIGURABLE VALUES STOP HERE // | |
// ----------------------------------- // | |
// Custom nitevision shader for HD by Caligari87 | |
void main(){ | |
// Uniforms from script | |
float exp = abs(exposure); | |
float expcurve = 2.0 * ((150.0 - abs(exposure)) / 100.0); | |
exp = exp / expcurve; | |
// Limit resfactor | |
resfactor = max(resfactor, 1); | |
// Downsample coordinate system | |
vec2 res = TexCoord; | |
res *= textureSize(InputTexture,0).xy / resfactor; | |
res = vec2(int(res.x),int(res.y)); | |
res /= textureSize(InputTexture,0).xy / resfactor; | |
// Get pixels | |
vec3 color = texture(InputTexture, res).rgb; | |
// Desaturate and multiply | |
color = mix(vec3(dot(color.rgb, vec3(0.56, 0.3, 0.14))), color.rgb, 0.0); | |
color *= max(exp, 1.0); | |
// Clamp | |
color = vec3( | |
clamp(color.r, 0.0, 1.0), | |
clamp(color.g, 0.0, 1.0), | |
clamp(color.b, 0.0, 1.0)); | |
// Posterize | |
color *= posterize; | |
color.rgb = vec3( | |
int(color.r), | |
int(color.g), | |
int(color.b)); | |
color /= posterize; | |
// Filter channels for preferred color | |
if (exposure > 0) { color *= clamp(posfilter + (color * whiteclip), 0.0, 1.0); } | |
if (exposure < 0) { color *= clamp(negfilter + (color * whiteclip), 0.0, 1.0); } | |
// Scanlines | |
// No scanlines at native resolution | |
if (resfactor > 1) { | |
color *= 1 - int(hscan) * pow((1.0/float(resfactor)) * mod(TexCoord.y * textureSize(InputTexture,0).y, resfactor), resfactor / scanstrength); | |
color *= 1 - int(vscan) * pow((1.0/float(resfactor)) * mod(TexCoord.x * textureSize(InputTexture,0).x, resfactor), resfactor / scanstrength); | |
} | |
// Output | |
FragColor = vec4(color, 1.0); | |
} |
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