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Diffstat (limited to 'Studio/Content/Effect Library/Sepia.effect')
-rw-r--r-- | Studio/Content/Effect Library/Sepia.effect | 64 |
1 files changed, 0 insertions, 64 deletions
diff --git a/Studio/Content/Effect Library/Sepia.effect b/Studio/Content/Effect Library/Sepia.effect deleted file mode 100644 index 3129e338..00000000 --- a/Studio/Content/Effect Library/Sepia.effect +++ /dev/null @@ -1,64 +0,0 @@ -<?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> - - |