73 lines
1.6 KiB
GLSL
73 lines
1.6 KiB
GLSL
// adapted from original "fuzz" filter devised in 2016
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// PRNG replaced with noise texture sampling to compensate for odd patterning
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// on intel hardware
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float rnd( in vec2 sd )
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{
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//return cos(sd.y*3874.8674+sd.x*6783.5325)*2737.8474;
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// use noise tex instead of trig-based PRNG, much better and doesn't break on intel
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return texelFetch(noisetex,ivec2(int(mod(sd.x,256.)),int(mod(sd.y,256.))),0).x;
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}
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// haha are you telling me I can't declare arrays like in C?
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// what the fuck even is this insane syntax?
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const vec3 layers[3] =
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vec3[](
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#if defined(GRAY_COLORS)
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vec3(1.01,1.07,1.05),
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vec3(1.06,1.04,1.03),
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vec3(1.05,1.03,1.01)
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#elif defined(ONICOLORS)
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vec3(0.61,0.77,0.85),
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vec3(0.86,0.64,0.63),
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vec3(1.25,0.33,0.41)
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#elif defined(SAYACOLORS)
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vec3(1.81,0.97,0.75),
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vec3(0.36,0.64,0.93),
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vec3(1.25,0.33,0.41)
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#elif defined(KIRINCOLORS)
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vec3(1.31,0.87,1.25),
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vec3(0.76,0.64,0.63),
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vec3(1.25,1.13,0.21)
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#elif defined(MARISACOLORS)
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vec3(0.71,0.97,1.05),
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vec3(0.96,0.74,0.63),
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vec3(0.95,0.93,1.21)
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#else // SWWMCOLORS
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vec3(0.91,0.87,1.95),
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vec3(0.66,1.84,0.73),
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vec3(1.35,0.73,1.21)
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#endif
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);
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const float speed[3] =
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float[](
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.5526,
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.7843,
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.3725
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);
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const float zoom[3] =
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float[](
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1.,
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2.,
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3.
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);
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#ifndef BASE_RES
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#define BASE_RES vec2(640.,400.)
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#endif
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void SetupMaterial( inout Material mat )
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{
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vec2 coord;
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vec3 col = vec3(1.);
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for ( int i=0; i<3; i++ )
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{
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coord = floor(vTexCoord.st*BASE_RES/zoom[i]);
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col *= layers[i]*2.*abs(fract(rnd(coord)+timer*speed[i])-.5);
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}
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#ifdef GRAY_COLORS
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col += getTexel(vTexCoord.st).rgb;
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#endif
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mat.Base = vec4(col,1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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