diff options
Diffstat (limited to 'Studio/Content/Effect Library/Stylize - Scatter.effect')
-rw-r--r-- | Studio/Content/Effect Library/Stylize - Scatter.effect | 47 |
1 files changed, 0 insertions, 47 deletions
diff --git a/Studio/Content/Effect Library/Stylize - Scatter.effect b/Studio/Content/Effect Library/Stylize - Scatter.effect deleted file mode 100644 index 7bd30b52..00000000 --- a/Studio/Content/Effect Library/Stylize - Scatter.effect +++ /dev/null @@ -1,47 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<Effect> - <MetaData> - <!--Scatters the pixels in a layer, creating a blurry or smeared appearance. Without changing the color of each individual pixel, the Scatter effect redistributes the pixels randomly, but in the same general area as their original positions.--> - <Property name="NoiseSamp" formalName="Noise" filter="linear" clamp="repeat" type="Texture" default="./maps/effects/brushnoise.png" hidden="True"/> - <Property name="Amount" formalName="Scatter Amount" min="0" max="127" default="20.0" description="Determines how much to scatter."/> - <Property name="dir" formalName="Grain" list="Both:Horizontal:Vertical" default="Both" description="The direction in which to scatter the\npixels, horizontally or vertically.\nSelect Both to scatter pixels in all directions."/> - <Property name="isRand" formalName="Randomize Every Frame" type="Boolean" default="False" description="Specifies whether scattering changes at\neach frame. To animate scattering without\nkeyframes, select the Randomize Every Frame\noption."/> - </MetaData> - <Shaders> - <Shader> - <FragmentShader> -uniform float AppFrame; // frame number since app starts -void frag (void) -{ - float size = 15.0; - float amount = Amount / 127.0 * 0.4; - - vec2 uv = TexCoord * size; - if (isRand) - uv = fract(uv + 0.031 * AppFrame); - - uv = texture2D_NoiseSamp(fract(uv)).xy - 0.5; - - if (dir == 0) { // both directions - uv *= (vec2(1.5, 0.15) * amount); - - } else if (dir == 1) { // x direction - uv *= (vec2(1.3, 0.0) * amount); - - } else { // y direction - uv *= (vec2(0.0, 0.29) * amount); - } - - uv += TexCoord; - - // shift half of a pixel size of the source to avoid the artifact on upper right borders. - // FBO size is bigger than the sprite, so clamping to [0, 1] will introduce artifacts - // (when OpenGL glTexParameter is set to linear). Lets not rely on OpenGL to clamp. we - // do it here. - vec2 halfPixelSize = 0.5 / Texture0Info.xy; - colorOutput(texture2D_0(clamp(uv, halfPixelSize, 1.0-halfPixelSize))); -} - </FragmentShader> - </Shader> - </Shaders> -</Effect> |