This commit is contained in:
Marisa the Magician 2022-10-04 09:05:22 +02:00
parent 5a89c02546
commit 94f298df86
6 changed files with 16 additions and 16 deletions

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@ -1,3 +1,3 @@
[default]
KIRIN_MODVER="\cxRED STAR OF INNOCENCE\c- \cw0.1a r85 \cu(Fri 30 Sep 12:58:35 CEST 2022)\c-";
KIRIN_SHORTVER="\cw0.1a r85 \cu(2022-09-30 12:58:35)\c-";
KIRIN_MODVER="\cxRED STAR OF INNOCENCE\c- \cw0.1a r86 \cu(Tue 4 Oct 09:05:22 CEST 2022)\c-";
KIRIN_SHORTVER="\cw0.1a r86 \cu(2022-10-04 09:05:22)\c-";

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@ -6,8 +6,8 @@ vec4 BilinearSample( in vec2 size, in vec2 pxsize, in vec2 pos )
vec2 f = fract(pos*size);
pos += (.5-f)*pxsize;
vec4 p0q0 = texture(tex,pos);
vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0));
vec4 p0q1 = texture(tex,pos+vec2(0,pxsize.y));
vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0.));
vec4 p0q1 = texture(tex,pos+vec2(0.,pxsize.y));
vec4 p1q1 = texture(tex,pos+vec2(pxsize.x,pxsize.y));
vec4 pInterp_q0 = mix(p0q0,p1q0,f.x);
vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);
@ -16,7 +16,7 @@ vec4 BilinearSample( in vec2 size, in vec2 pxsize, in vec2 pos )
void SetupMaterial( inout Material mat )
{
vec2 size = textureSize(tex,0);
vec2 size = vec2(textureSize(tex,0));
vec2 pxsize = vec2(1./size.x,1./size.y);
vec2 pos = vTexCoord.st;
pos.x -= .15*sin(pos.y*13.+timer*3.3)*clamp(.9-pos.y,0.,1.);

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@ -6,7 +6,7 @@ const float pi = 3.14159265358979323846;
vec2 warpcoord( in vec2 uv )
{
vec2 offset = vec2(0,0);
vec2 offset = vec2(0.);
offset.x = sin(pi*2.*(uv.x*8.+timer*.5))*.01;
offset.y += timer*.25;
offset.x = cos(pi*2.*(uv.y*4.+timer*.5))*.01;
@ -15,7 +15,7 @@ vec2 warpcoord( in vec2 uv )
vec2 warpcoord2( in vec2 uv )
{
vec2 offset = vec2(0,0);
vec2 offset = vec2(0.);
offset.y = sin(pi*2.*(uv.x*4.+timer*.25))*.01;
offset.x = cos(pi*2.*(uv.y*2.+timer*.25))*.01;
return fract(uv+offset);
@ -49,8 +49,8 @@ vec4 BilinearSample( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize
vec2 f = fract(pos*size);
pos += (.5-f)*pxsize;
vec4 p0q0 = texture(tex,pos);
vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0));
vec4 p0q1 = texture(tex,pos+vec2(0,pxsize.y));
vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0.));
vec4 p0q1 = texture(tex,pos+vec2(0.,pxsize.y));
vec4 p1q1 = texture(tex,pos+vec2(pxsize.x,pxsize.y));
vec4 pInterp_q0 = mix(p0q0,p1q0,f.x);
vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);

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@ -2,16 +2,16 @@
void main()
{
vec2 bresl = textureSize(InputTexture,0);
vec2 lresl = textureSize(basetex,0);
vec2 bresl = vec2(textureSize(InputTexture,0));
vec2 lresl = vec2(textureSize(basetex,0));
float ar = bresl.x/bresl.y;
float sar = lresl.x/lresl.y;
vec2 uv = TexCoord-vec2(.5);
uv.x *= ar/sar;
uv = clamp(-uv*.75+vec2(.5),0.,1.);
uv = clamp(-uv*.75+vec2(.5),vec2(0.),vec2(1.));
vec3 col = texture(basetex,uv).rgb;
float fade = clamp(2.*timer,0.,1.)-20.*pow(texture(fadetex,uv).x,.35)+2.*texture(glowtex,uv).x+timer;
fade = clamp(fade,0.,1);
fade = clamp(fade,0.,1.);
fade *= .9+.2*texture(noisetex,vec2(timer*.1,.1)).x;
vec3 res = col*fade;
col = texture(bloomtex,uv).rgb;

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@ -4,7 +4,7 @@ void main()
{
vec2 p = (vec2(.5,.55)-TexCoord)*vec2(1.25,1.);
vec4 res = texture(InputTexture,TexCoord)*8.;
vec2 d = (p/150.);
vec2 d = p/150.;
float w = .35;
vec2 s = TexCoord;
for ( int i=0; i<64; i++ )

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@ -7,7 +7,7 @@ void main()
vec2 uv = TexCoord.st;
vec4 res = texture(InputTexture,uv);
vec3 base = res.rgb;
vec2 bresl = textureSize(InputTexture,0);
vec2 bresl = vec2(textureSize(InputTexture,0));
vec2 bof = 1./bresl;
vec2 sr = vec2(1.,bof.x/bof.y)*.5;
int rsamples, tstep = 1;
@ -27,7 +27,7 @@ void main()
}
base /= tstep;
base = pow(base,vec3(.6,.8,2.));
vec2 lresl = textureSize(glowtex,0);
vec2 lresl = vec2(textureSize(glowtex,0));
float ar = bresl.x/bresl.y;
float sar = lresl.x/lresl.y;
uv = TexCoord-vec2(.5);