Merge pull request #7 from Fretuks/enhance-the-shaders
Enhance desaturate shader effects
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@@ -23,29 +23,37 @@ vec2 applyShockwave(vec2 uv) {
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float dist = length(dir);
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// outwards pulse that quickly fades after the shockwave passes
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float wave = sin((dist - Time * 1.75) * 32.0) * 0.012 * ShockwaveStrength;
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float falloff = smoothstep(0.05, 0.35, dist) * (1.0 - smoothstep(0.35, 0.9, dist));
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wave *= falloff;
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float wave = sin((dist - Time * 1.65) * 30.0) * 0.014 * ShockwaveStrength;
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float band = smoothstep(0.08, 0.32, dist) * (1.0 - smoothstep(0.32, 0.85, dist));
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wave *= band;
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float push = smoothstep(0.05, 0.2, dist) * (1.0 - smoothstep(0.2, 0.55, dist));
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float pushAmount = ShockwaveStrength * 0.01 * push;
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if (dist > 0.0001) {
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dir = normalize(dir);
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}
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return uv + dir * wave;
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return uv + dir * (wave + pushAmount);
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}
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vec4 sampleBlur(vec2 uv) {
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if (BlurAmount <= 0.001) return texture(DiffuseSampler, uv);
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float w = BlurAmount * 0.5;
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float w = BlurAmount * 0.12;
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vec4 sum = vec4(0.0);
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sum += texture(DiffuseSampler, uv + oneTexel * vec2(-1, 0)) * w;
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sum += texture(DiffuseSampler, uv + oneTexel * vec2( 1, 0)) * w;
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sum += texture(DiffuseSampler, uv + oneTexel * vec2( 0,-1)) * w;
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sum += texture(DiffuseSampler, uv + oneTexel * vec2( 0, 1)) * w;
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sum += texture(DiffuseSampler, uv + oneTexel * vec2(-1, -1)) * (w * 0.7);
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sum += texture(DiffuseSampler, uv + oneTexel * vec2( 1, -1)) * (w * 0.7);
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sum += texture(DiffuseSampler, uv + oneTexel * vec2(-1, 1)) * (w * 0.7);
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sum += texture(DiffuseSampler, uv + oneTexel * vec2( 1, 1)) * (w * 0.7);
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vec4 center = texture(DiffuseSampler, uv) * (1.0 - w * 4.0);
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float centerWeight = max(0.0, 1.0 - w * 6.8);
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vec4 center = texture(DiffuseSampler, uv) * centerWeight;
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return center + sum;
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}
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@@ -59,6 +67,11 @@ void main() {
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);
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vec2 center = vec2(0.5);
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vec2 fromCenter = shockUV - center;
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float dist = length(fromCenter);
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// subtle lens warp as insanity rises
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float warp = intensity * 0.012 + PulseStrength * 0.006;
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shockUV += fromCenter * warp * dist;
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// Chromatic aberration that ramps up with insanity
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vec2 chromaOffset = fromCenter * (0.002 + intensity * 0.004);
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@@ -80,8 +93,7 @@ void main() {
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col.rgb = mix(col.rgb, fogColor, FogStrength);
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// Stronger base vignette
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float dist = distance(texCoord, center);
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float vign = smoothstep(0.15, 0.6, dist);
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float vign = smoothstep(0.18, 0.65, dist);
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float vignetteBoost = mix(1.0, 1.6, intensity);
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col.rgb = mix(col.rgb, vec3(0.0), vign * Vignette * vignetteBoost);
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@@ -106,6 +118,12 @@ void main() {
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col.rgb = mix(col.rgb, flashColor, intensity);
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}
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// Color drift toward cold hues with pulse
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if (PulseStrength > 0.001) {
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vec3 drift = vec3(col.r * 0.98, col.g * 1.01, col.b * 1.05);
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col.rgb = mix(col.rgb, drift, PulseStrength * 0.2);
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}
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// Add subtle grain and contrast as insanity rises
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float grain = sin(dot(shockUV * vec2(120.0, 90.0), vec2(12.9898, 78.233)) + Time * 6.0);
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grain = (grain * 0.5 + 0.5) * intensity * 0.08;
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