Divergent/mods/Boomsticks and Sharpsticks/gamedata/shaders/r3/models_scope_nv_1.ps

60 lines
1.5 KiB
PostScript

#include "common.h"
uniform float4x4 m_script_params;
uniform float4 m_hud_params; // zoom_rotate_factor, secondVP_zoom_factor, NULL, NULL
uniform float4 m_blender_mode;
Texture2D s_vp2;
struct v2p
{
float2 tc0: TEXCOORD0; // base
float3 tc1: TEXCOORD1; // environment
float4 c0: COLOR0; // sun.(fog*fog)
};
// Àêòèâåí-ëè äâîéíîé ðåíäåð --#SM+#--
inline bool isSecondVPActive()
{
return (m_blender_mode.z == 1.0);
}
float resize(float input, float factor, float offset)
{
return (input - 0.5f + offset) / factor + 0.5f - offset;
}
//////////////////////////////////////////////////////////////////////////////////////////
float4 main( v2p I ) : SV_Target
{
//Constants
float BAS_NV_BRIGHTNESS = 11.5;
float3 BAS_NV_COLOR = (0.1, 1.0, 0.1);
float BAS_NV_NOISE = 0.20;
float BAS_NV_FLICK = 0.008;
//Shading
float4 t_base = s_base.Sample(smp_base, I.tc0);
I.tc0.x = resize(I.tc0.x, screen_res.x / screen_res.y, 0);
float4 t_vp2 = s_vp2.Sample(smp_base, I.tc0);
float noise = frac(sin(dot(I.tc0, float2(12.0, 78.0) + timers.x)) * 43758.0);
float lum = dot(t_vp2.xyz, LUMINANCE_VECTOR * BAS_NV_BRIGHTNESS);
if (!isSecondVPActive())
{
t_vp2.xyz /= 100;
}
else
{
t_vp2.xyz = BAS_NV_COLOR * lum; //BW + color
t_vp2.xyz += noise * BAS_NV_NOISE; //Noise
t_vp2.xyz += BAS_NV_FLICK * sin(timers.x * 73.0); //Flickering, fps hit
}
float3 final = lerp(t_vp2, t_base, t_base.a);
return float4(final.r, final.g, final.b, m_hud_params.x);
}