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Diffstat (limited to 'Studio/Content/Effect Library/Corona.effect')
-rw-r--r-- | Studio/Content/Effect Library/Corona.effect | 97 |
1 files changed, 0 insertions, 97 deletions
diff --git a/Studio/Content/Effect Library/Corona.effect b/Studio/Content/Effect Library/Corona.effect deleted file mode 100644 index fb508120..00000000 --- a/Studio/Content/Effect Library/Corona.effect +++ /dev/null @@ -1,97 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<Effect> - <MetaData> - <!--Creates a corona around a sprite.--> - <Property name="HBlurBias" formalName="Horizontal Blur" min="0" max="10" default="2" description="Amount of corona horizontally."/> - <Property name="VBlurBias" formalName="Vertical Blur" min="0" max="10" default="2" description="Amount of corona vertically."/> - <Property name="Trailfade" formalName="Fade Amount" min="0" max="1" default="0.8" description="0=no glow\n0.5=fade quickly\n1.0=persistent trails"/> - <Property name="GlowSampler" filter="nearest" clamp="clamp" type="Texture" /> - <Property name="GlowCol" formalName="Glow Color" type="Color" default="1 0.6 0.0" description="The color to use for the glow."/> - <Property name="NoiseSamp" formalName="Noise" filter="linear" clamp="repeat" default="./maps/effects/noise.png" type="Texture" description="Texture to be used for the noise texture"/> - <Property name="NoiseScale" formalName="Noise Density" min="0" max="10" default="2" description="The density of the noise in corona.\nThe higher the value, the denser\nand smaller the noise;\nthe lower the value, the bigger the\nnoise scale."/> - <Property name="NoiseBright" formalName="Noise Brightness" min="0" max="5" default="4" description="Brightness of the noise."/> - <Property name="NoiseRatio" formalName="Noise Amount" min="0" max="1" default=".15" description="Magnitude of the noise."/> - <Property name="CrawlLen" formalName="Crawl Length" min="0" max="1" default=".3" description="Length of the corona trail in animation."/> - <Property name="CrawlAngle" formalName="Crawl Angle" default="0" description="Angle of the corona trail in animation."/> - <Property name="Sprite" filter="nearest" clamp="clamp" type="Texture" /> - </MetaData> - <Shaders> - <Shared> -#include "blur.glsllib" -uniform float AppFrame; // frame number since app starts -uniform float FPS; - </Shared> - <Shader name="CORONA_HBLUR"> - <Shared> -varying vec2 crawl; // corona crawl direction and magnitude - </Shared> - <VertexShader> -void vert () -{ - SetupHorizontalGaussianBlur(Texture0Info.x, HBlurBias, TexCoord); - // compute crawl - float alpha = radians(CrawlAngle + 180.0); - crawl = vec2(CrawlLen * sin(alpha), CrawlLen * cos(alpha)); -} - </VertexShader> - <FragmentShader> -void frag() -{ - //Passing in 1.0 means the value will not get alpha-multiplied again - float OutCol = GaussianAlphaBlur( GlowSampler, 1.0 ); - OutCol *= Trailfade; // fade away glow color - OutCol += texture2D_0( TexCoord ).a; // add glow color in the original tex area - - vec2 nuv = NoiseScale * TexCoord3 + AppFrame / FPS * crawl; - vec4 noise = texture2D_NoiseSamp(fract(nuv)); - float ns = (1.0 - NoiseRatio) + NoiseRatio * NoiseBright * noise.x; - OutCol *= ns; - gl_FragColor = vec4( OutCol ); -} - </FragmentShader> - </Shader> - <Shader name="CORONA_VBLUR"> - <VertexShader> -void vert () -{ - SetupVerticalGaussianBlur( Texture0Info.y, VBlurBias, TexCoord ); -} - </VertexShader> - <FragmentShader> -void frag() // PS_Blur_Vertical_9tap -{ - float OutCol = GaussianAlphaBlur( Texture0, Texture0Info.z ); - gl_FragColor = OutCol * vec4(GlowCol.rgb, 1.0); -} - </FragmentShader> - </Shader> - <Shader name="CORONA_BLEND"> - <VertexShader> -void vert() -{ -} - </VertexShader> - <FragmentShader> -void frag () -{ - vec4 src = texture2D_0( TexCoord ); - vec4 dst = texture2D_Sprite(TexCoord); - colorOutput( src * (1.0 - dst.a) + dst ); -} - </FragmentShader> - </Shader> - </Shaders> - <Passes> - <Buffer name="glow_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size="0.55" lifetime="scene"/> - <Buffer name="temp_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size="0.55" lifetime="frame"/> - - <Pass shader="CORONA_HBLUR" input="[source]" output="temp_buffer"> - <BufferInput param="GlowSampler" value="glow_buffer"/> - </Pass> - <Pass shader="CORONA_VBLUR" input="temp_buffer" output="glow_buffer"/> - - <Pass shader="CORONA_BLEND" input="glow_buffer"> - <BufferInput param="Sprite" value="[source]"/> - </Pass> - </Passes> -</Effect> |