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-rw-r--r--Studio/Content/Effect Library/Brush Strokes.effect38
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diff --git a/Studio/Content/Effect Library/Brush Strokes.effect b/Studio/Content/Effect Library/Brush Strokes.effect
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--- a/Studio/Content/Effect Library/Brush Strokes.effect
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-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <!--Simulates an artistic painting of the image-->
- <Property name="NoiseSamp" formalName="Noise" filter="linear" clamp="repeat" type="Texture" default="./maps/effects/brushnoise.png" description="Texture to be used for the brush texture"/>
- <Property name="brushAngle" formalName="Brush Angle" default="45" description="Amount to rotate the noise texture."/>
- <Property name="brushLen" formalName="Stroke Length" min="0" max="3" default="1" description="How far to offset the image/'brush'."/>
- <Property name="brushSize" formalName="Stroke Size" min="10" max="200" default="100" description="Scale the brush.\nSmaller values yield larger sizes."/>
- </MetaData>
- <Shaders>
- <Shader>
- <FragmentShader>
-void frag (void)
-{
- if ( flagNoiseSamp != 0 ) {
- float alpha = radians(brushAngle);
- float cosAlpha = cos(alpha);
- float sinAlpha = sin(alpha);
- mat2 rotMat = mat2(cosAlpha, sinAlpha, -sinAlpha, cosAlpha);
-
- vec2 uv0 = TexCoord / brushSize * 1000.0;
- uv0 = (uv0.yx * rotMat).yx;
-
- vec2 uv1 = texture2D_NoiseSamp(fract(uv0)).xy - 0.5;
- uv1*= vec2(1.0, 0.01);
- uv1*= rotMat;
- vec2 uv2 = TexCoord + uv1 * 0.1 * brushLen;
-
- vec2 halfPixelSize = 0.5 / Texture0Info.xy;
- colorOutput(texture2D_0(clamp(uv2, halfPixelSize, 1.0-halfPixelSize)));
- }
- else
- colorOutput(texture2D_0(TexCoord));
-}
- </FragmentShader>
- </Shader>
- </Shaders>
-</Effect>