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-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <!--Name of the effect is implicitly the file stem with extension -->
- <!--Metadata stands for properties, events, and handlers and has the same format as the viewer's metadata file
- and the data inserted at the top of lua files-->
- <MetaData>
- <!--Properties are automatically translated into the effect format when we generate the effect's GLSL file -->
- <!--Colorizes the image to a faded brown color, simulating old film coloration.-->
- <Property name="amount" formalName="Amount" min="0" max="1" default="1" description="0 = no change to image\n1 = full sepia effect" />
- </MetaData>
- <!-- default shader doesn't need to be named-->
- <Shaders>
- <!-- an implicit #include "effect.glsllib" is done at the top of all the produced shader files -->
- <!-- Shared sections are pasted at the top of the files after the uniform declarations. Here you put your
- varying declarations as well as functions that all the shaders need to use-->
- <!--Sepia doesn't share anything so all of the shared sections could be omitted and you would get the same
- code-->
- <Shared></Shared>
- <!--Shared data that you want all vertex shaders to see -->
- <VertexShaderShared></VertexShaderShared>
- <!--Shared data that you all fragment shaders to see -->
- <FragmentShaderShared></FragmentShaderShared>
- <!-- shaders can have names. No name means the shader gets its integer index as its name-->
- <Shader name="main">
- <!-- Shaders can also have Shared sections that are shared between the vertex and fragment shaders
- of only precisely this shader-->
- <!--no vertex shader or empty vertex shader means just output a vert(){} for the vertex shader-->
- <VertexShader></VertexShader>
- <FragmentShader><![CDATA[
-void frag()
-{
- mat3 sepiaMat = mat3(0.0);
-
- sepiaMat[0][0] = 0.393;
- sepiaMat[1][0] = 0.769;
- sepiaMat[2][0] = 0.189;
-
- sepiaMat[0][1] = 0.349;
- sepiaMat[1][1] = 0.686;
- sepiaMat[2][1] = 0.168;
-
- sepiaMat[0][2] = 0.272;
- sepiaMat[1][2] = 0.534;
- sepiaMat[2][2] = 0.131;
-
- vec4 origColor = texture2D_0(TexCoord);
- vec3 sepiaColor = sepiaMat*origColor.rgb;
- sepiaColor = clamp( sepiaColor.rgb, 0.0, origColor.a );
-
- colorOutput(vec4(mix( origColor.rgb, sepiaColor, amount ), origColor.a));
-}
- ]]></FragmentShader>
- </Shader>
- </Shaders>
- <!-- if there is only one shader then we can assume there is only one pass and we can go from there -->
- <!-- for this example, however, I am demonstrating the pass xml elements-->
- <Passes>
- <!-- single pass, input is the special source name and output is the special destination name which is assumed
- for the last pass -->
- <Pass shader="main" input="[source]" output="[dest]"/>
- </Passes>
-</Effect>
-
-