light_world.lua/shader/tilt_shift.glsl

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2014-03-28 02:32:32 +00:00
extern Image buffer;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
vec4 pixel = Texel(texture, texture_coords);
vec4 pixel2 = Texel(buffer, texture_coords);
if(texture_coords.y > 0.5) {
return vec4(pixel.rgb * (texture_coords.y - 0.5) * 2.0 + pixel2.rgb * (1.0 - texture_coords.y) * 2.0, 1.0);
} else {
return vec4(pixel.rgb * (0.5 - texture_coords.y) * 2.0 + pixel2.rgb * texture_coords.y * 2.0, 1.0);
}
}