summaryrefslogtreecommitdiffstats
path: root/Studio/Content/Effect Library/Corona.effect
diff options
context:
space:
mode:
Diffstat (limited to 'Studio/Content/Effect Library/Corona.effect')
-rw-r--r--Studio/Content/Effect Library/Corona.effect97
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>