nightVisionF.glsl
上传用户:king477883
上传日期:2021-03-01
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文件大小:1k
- /**
- * @file nightVisionF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- uniform sampler2DRect RenderTexture;
- uniform sampler2D NoiseTexture;
- uniform float brightMult;
- uniform float noiseStrength;
- float luminance(vec3 color)
- {
- /// CALCULATING LUMINANCE (Using NTSC lum weights)
- /// http://en.wikipedia.org/wiki/Luma_%28video%29
- return dot(color, vec3(0.299, 0.587, 0.114));
- }
- void main(void)
- {
- /// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
-
- /// Extract luminance and scale up by night vision brightness
- float lum = luminance(color) * brightMult;
- /// Convert into night vision color space
- /// Newer NVG colors (crisper and more saturated)
- vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);
- /// Add noise
- float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r;
- noiseValue = (noiseValue - 0.5) * noiseStrength;
- /// Older NVG colors (more muted)
- // vec3 outColor = (lum * vec3(0.82, 0.75, 0.83)) + vec3(0.05, 0.32, -0.11);
-
- outColor += noiseValue;
- gl_FragColor = vec4(outColor, 1.0);
- }