topical media & game development

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shader(s) -- gray-ofs

  // gray offset
  // (c) 2005 Holger Grahn 
  float time=0;
  float sampleDist = 1.0f/512.0f;  // distance one pixel in u/v
  float displaceAmount=0.2;
  sampler2D image : register(s0);
  float4 main(
  	float4 Pos : POSITION,
  	float2 texCoord: TEXCOORD0) : COLOR 
  	float4 img = tex2D(image, texCoord);
  	// convert to gray 
  	float2 sum;
  	sum.x = dot(img, float4(0.90f, 0.4, 0.2f, 0.0f))-0.5;
  	sum.y = dot(img, float4(0.2f, 0.4f, 0.9f, 1.0f))-0.5;
  	float fac=displaceAmount;
  	//fac *= pow(sin(time*3.1414)-0.5,1.7);
  	fac *= pow(time,1.7);
  	//img = tex2D(image, float2(texCoord.x+exp(fac*sum.x),texCoord.y+fac*sum.y));
  	img = tex2D(image, float2(texCoord.x+(fac*sum.x),texCoord.y+fac*sum.y));
  	return img;

(C) Æliens 20/08/2009

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