bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Noise_Shader_YUV-in.txt
2012-10-07 20:41:18 -07:00

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struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
struct v2f_img {
vec4 pos;
vec2 uv;
};
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
struct v2f {
vec4 pos;
vec2 uv;
vec2 uvg;
vec2 uvs;
};
uniform sampler2D _GrainTex;
uniform vec4 _Intensity;
uniform sampler2D _MainTex;
uniform sampler2D _ScratchTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
vec4 col;
vec3 yuv;
vec3 grain;
vec3 scratch;
col = texture2D( _MainTex, i.uv);
yuv.x = dot( col.xyz , vec3( 0.299000, 0.587000, 0.114000));
yuv.y = ((col.z - yuv.x ) * 0.492000);
yuv.z = ((col.x - yuv.x ) * 0.877000);
grain = ((texture2D( _GrainTex, i.uvg).xyz * 2.00000) - 1.00000);
yuv.xyz += (grain * _Intensity.x );
col.x = ((yuv.z * 1.14000) + yuv.x );
col.y = (((yuv.z * -0.581000) + (yuv.y * -0.395000)) + yuv.x );
col.z = ((yuv.y * 2.03200) + yuv.x );
scratch = ((texture2D( _ScratchTex, i.uvs).xyz * 2.00000) - 1.00000);
col.xyz += (scratch * _Intensity.y );
return col;
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2( gl_TexCoord[0]);
xlt_i.uvg = vec2( gl_TexCoord[1]);
xlt_i.uvs = vec2( gl_TexCoord[2]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}