sampler2D RT : register(s0); sampler2D SplotchesTx : register(s1); sampler1D Texture2 : register(s2); sampler1D SepiaTx : register(s3); float2 calcSpriteAddr(float2 texCoord, float DirtFrequency1, float period) { return texCoord + tex1D(Texture2, period * DirtFrequency1).xy; } float4 getSplotches(float2 spriteAddr) { // get sprite address into paged texture coords space spriteAddr = spriteAddr / 6.3f; //spriteAddr = spriteAddr - frac(spriteAddr); spriteAddr = spriteAddr - (spriteAddr /33.3f); return float4(1,1,1,1) * tex2D(SplotchesTx, spriteAddr).r; } float4 OldMovie_ps (float4 pos : POSITION, float2 texCoord : TEXCOORD0, uniform float time_cycle_period, uniform float flicker, uniform float DirtFrequency, uniform float3 luminance, uniform float frameJitter, uniform float lumiShift ) : COLOR { // get sprite address float2 spriteAddr = calcSpriteAddr(texCoord, DirtFrequency, time_cycle_period); // add some dark and light splotches to the film float4 splotches = getSplotches(spriteAddr); float4 specs = 1.0f - getSplotches(spriteAddr / 3.0f); // convert color to base luminance float4 base = tex2D(RT, texCoord + float2(0, spriteAddr.y * frameJitter)); float lumi = dot(base.rgb, luminance); // randomly shift luminance lumi -= spriteAddr.x * lumiShift; // tone map luminance base.rgb = tex1D(SepiaTx, lumi ).rgb; // calc flicker speed float darken = frac(flicker * time_cycle_period); // we want darken to cycle between 0.6 and 1.0 darken = abs(darken - 0.5f) * 0.4f + 0.6f; // composite dirt onto film return base * splotches * darken + specs; }