register_float("inner_radius", (float *)&inner_radius);
}
+std::string VignetteEffect::output_vertex_shader()
+{
+ return read_file("vignette_effect.vert");
+}
+
std::string VignetteEffect::output_fragment_shader()
{
return read_file("vignette_effect.frag");
// A simple, circular vignette, with a cosĀ² falloff.
uniform float PREFIX(inv_radius);
-uniform vec2 PREFIX(aspect_correction);
+varying vec2 PREFIX(normalized_pos);
vec4 FUNCNAME(vec2 tc) {
vec4 x = LAST_INPUT(tc);
const float pihalf = 0.5 * 3.14159265358979324;
- vec2 normalized_pos = (tc - PREFIX(center)) * PREFIX(aspect_correction);
- float dist = (length(normalized_pos) - PREFIX(inner_radius)) * PREFIX(inv_radius);
+ float dist = (length(PREFIX(normalized_pos)) - PREFIX(inner_radius)) * PREFIX(inv_radius);
float linear_falloff = clamp(dist, 0.0, 1.0) * pihalf;
float falloff = cos(linear_falloff) * cos(linear_falloff);
x.rgb *= vec3(falloff);
class VignetteEffect : public Effect {
public:
VignetteEffect();
+ std::string output_vertex_shader();
std::string output_fragment_shader();
void set_uniforms(GLuint glsl_program_num, const std::string &prefix);
--- /dev/null
+uniform vec2 PREFIX(aspect_correction);
+varying vec2 PREFIX(normalized_pos);
+
+vec2 FUNCNAME()
+{
+ vec2 temp = LAST_INPUT();
+ PREFIX(normalized_pos) = (temp - PREFIX(center)) * PREFIX(aspect_correction);
+ return temp;
+}