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Add crt-consumer and crt-cyclon. Update others. (#3223)
- Add crt-consumer.glsl; - Add crt-cyclon.fx and its bezel.png texture; - Fix crt-newpixie.fx Frame adjust to game's aspect ratio; - Update others shaders to the new functions to get uniform values.
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@ -109,6 +109,8 @@ float4 PS_NewPixie_Blur(float4 pos : SV_Position, float2 uv_tx : TEXCOORD0) : SV
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//PASS 4
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uniform int FCount < source = "framecount"; >;
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uniform float2 BufferViewportRatio < source = "buffer_to_viewport_ratio"; >;
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texture tFrame < source = "crt-newpixie/crtframe.png"; >
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{
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Width = 1024;
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@ -261,7 +263,8 @@ float4 PS_NewPixie_Final(float4 pos: SV_Position, float2 uv_tx : TEXCOORD0) : SV
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/* Frame */
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float2 fscale = float2( 0.026, -0.018);//float2( -0.018, -0.013 );
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uv = float2(uv.x, 1.-uv.y);
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float4 f= tex2D(sFrame,uv_tx.xy);//*((1.0)+2.0*fscale)-fscale-float2(-0.0, 0.005));
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// float4 f= tex2D(sFrame,uv_tx.xy);//*((1.0)+2.0*fscale)-fscale-float2(-0.0, 0.005));
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float4 f= tex2D(sFrame,(uv_tx-float2(0.5,0.5)) * BufferViewportRatio + float2(0.5,0.5));//*((1.0)+2.0*fscale)-fscale-float2(-0.0, 0.005));
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f.xyz = lerp( f.xyz, float3(0.5,0.5,0.5), 0.5 );
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float fvig = clamp( -0.00+512.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y), 0.2, 0.8 );
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col = lerp( col, lerp( max( col, 0.0), pow( abs( f.xyz ), float3( 1.4,1.4,1.4 ) ) * fvig, f.w * f.w), float3( use_frame,use_frame,use_frame ) );
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