-
Notifications
You must be signed in to change notification settings - Fork 0
/
Ls_Glint.xml
79 lines (75 loc) · 10 KB
/
Ls_Glint.xml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
<ShaderNodePreset SupportsAdaptiveDegradation="0" Description="Glint - make highlights bloom into stars
Demo: http://youtube.com/watch?v=0Xa8L4fkPwU
lewis@lewissaunders.com" Name="Glint" LimitInputsToTexture="1">
<Shader OutputBitDepth="Output" Index="1">
<Uniform Index="0" Tooltip="" NoInput="Error" DisplayName="Front" Mipmaps="True" GL_TEXTURE_WRAP_T="GL_CLAMP" GL_TEXTURE_WRAP_S="GL_CLAMP" GL_TEXTURE_MAG_FILTER="GL_LINEAR_MIPMAP_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR_MIPMAP_LINEAR" Type="sampler2D" Name="front" InputType="Front"></Uniform>
<Uniform Index="1" Tooltip="" NoInput="White" DisplayName="Matte" Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="matte" InputType="Matte"></Uniform>
<Uniform Name="barrel" ResDependent="None" Max="10.0" Min="-10.0" Default="0.0" Inc="0.01" Tooltip="Bend stars around center of frame" Row="0" Col="0" Page="1" DisplayName="Barrel distort" Type="float"></Uniform>
<Uniform Name="aspect" ResDependent="None" Max="100.0" Min="0.01" Default="1.0" Inc="0.01" Tooltip="Stretch stars for anamorphic glints" Row="3" Col="0" Page="1" DisplayName="Aspect" Type="float"></Uniform>
<Uniform Name="dispersioncycles" ResDependent="None" Max="30.0" Min="0.01" Default="1.0" Inc="0.01" Tooltip="How many complete rainbows fit along each ray" Row="1" Col="2" Page="0" DisplayName="Dispersion cycles" Type="float"></Uniform>
<Uniform Name="saturation" ResDependent="None" Max="10.0" Min="-10.0" Default="0.7" Inc="0.01" Tooltip="How much star colour comes from the underlying image" Row="2" Col="0" Page="0" DisplayName="Saturation" Type="float"></Uniform>
<Uniform Name="twirl" ResDependent="None" Max="1080.0" Min="-1080.0" Default="0.0" Inc="1.0" Tooltip="Bend the arms of the stars" Row="2" Col="0" Page="1" DisplayName="Twirl" Type="float"></Uniform>
<Uniform Name="dirton" Row="0" Col="1" Page="1" Default="False" Tooltip="" DisplayName="Use noise" Type="bool"></Uniform>
<Uniform Name="dirt" ResDependent="None" Max="1.0" Min="0.0" Default="0.1" Inc="0.005" Tooltip="" Row="1" Col="1" Page="1" DisplayName="Dirt" Type="float"></Uniform>
<Uniform Name="dirtfreq" ResDependent="None" Max="1000.0" Min="0.0" Default="5.0" Inc="0.2" Tooltip="" Row="2" Col="1" Page="1" DisplayName="Frequency" Type="float"></Uniform>
<Uniform Name="gain" ResDependent="None" Max="2000.0" Min="0.0" Default="40.0" Inc="0.5" Tooltip="Overall brightness of stars" Row="1" Col="0" Page="0" DisplayName="Gain" Type="float"></Uniform>
<Uniform Name="aa" ResDependent="None" Max="16.0" Min="0.1" Default="1.4" Inc="0.1" Tooltip="Increase to avoid stepping artifacts" Row="4" Col="1" Page="0" DisplayName="AA samples" Type="float"></Uniform>
<Uniform Name="falloff" ResDependent="None" Max="4.0" Min="-2.0" Default="1.9" Inc="0.01" Tooltip="Dissolves away ends of rays" Row="3" Col="1" Page="0" DisplayName="Falloff" Type="float"></Uniform>
<Uniform Name="dispersionoffset" ResDependent="None" Max="360.0" Min="-360.0" Default="-45.0" Inc="1.00" Tooltip="Hue-clock the dispersion rainbows" Row="2" Col="2" Page="0" DisplayName="Dispersion offset" Type="float"></Uniform>
<Uniform Name="threshold" ResDependent="None" Max="200.0" Min="0.0" Default="0.6" Inc="0.01" Tooltip="Highlights darker than this are ignored" Row="0" Col="0" Page="0" DisplayName="Threshold" Type="float"></Uniform>
<Uniform Name="thresholdclamp" ResDependent="None" Max="200.0" Min="0.0" Default="5.0" Inc="0.01" Tooltip="Highlights brighter than this don't increase the glint further, to avoid hot pixels creating huge stars" Row="4" Col="0" Page="0" DisplayName="Threshold clamp" Type="float"></Uniform>
<Uniform Name="barrelbend" ResDependent="None" Max="20.0" Min="1.0" Default="2.0" Inc="0.01" Tooltip="Bendiness of barrel distortion" Row="1" Col="0" Page="1" DisplayName="Barrel bend" Type="float"></Uniform>
<Uniform Name="dispersion" ResDependent="None" Max="10.0" Min="0.0" Default="0.25" Inc="0.01" Tooltip="How much the stars change colour along their arms" Row="0" Col="2" Page="0" DisplayName="Dispersion" Type="float"></Uniform>
<Uniform Name="tint" Inc="0.01" Tooltip="Tint the stars towards this colour" Row="3" Col="0" Page="0" DisplayName="Tint" ValueType="Colour" Type="vec3">
<SubUniform ResDependent="None" Max="10.0" Min="-10.0" Default="1.0"></SubUniform>
<SubUniform ResDependent="None" Max="10.0" Min="-10.0" Default="1.0"></SubUniform>
<SubUniform ResDependent="None" Max="10.0" Min="-10.0" Default="1.0"></SubUniform>
</Uniform>
<Uniform Name="spin" ResDependent="None" Max="360.0" Min="-360.0" Default="48.0" Inc="1.0" Tooltip="Rotate the stars" Row="2" Col="1" Page="0" DisplayName="Spin" Type="float"></Uniform>
<Uniform Name="size" ResDependent="None" Max="400.0" Min="0.01" Default="50.0" Inc="1.0" Tooltip="Size of the stars" Row="0" Col="1" Page="0" DisplayName="Size" Type="float"></Uniform>
<Uniform Name="rays" ResDependent="None" Max="100.0" Min="1.0" Default="6.0" Inc="0.1" Tooltip="How many points each star has" Row="1" Col="1" Page="0" DisplayName="Rays" Type="float"></Uniform>
<Uniform Name="extrasize" ResDependent="None" Max="20.0" Min="0.01" Default="1.0" Inc="0.1" Tooltip="Extra multiplier on size if you want extra big glints - it will get slow, be careful!" Row="1" Col="3" Page="1" DisplayName="Extra size" Type="float"></Uniform>
<Uniform Name="extrarays" ResDependent="None" Max="20.0" Min="0.01" Default="1.0" Inc="1.0" Tooltip="Extra multiplier on ray count if you want many more ray arms - it will get slow, be careful!" Row="2" Col="3" Page="1" DisplayName="Extra rays" Type="float"></Uniform>
<Uniform Name="usematte" Row="2" Col="3" Page="0" Default="False" Tooltip="Generate glints only from highlights inside the matte; the matte can also be RGB to selectively tint the stars" DisplayName="Use matte on glint source" Type="bool"></Uniform>
<Uniform Name="useblendmatte" Row="3" Col="3" Page="0" Default="False" Tooltip="Only processes pixels inside the matte - this is really fast for small mattes, but glints will be cut off at the matte edge" DisplayName="Use matte to blend (faster)" Type="bool"></Uniform>
<Uniform Name="downsample" Type="int" ValueType="Popup" DisplayName="Resolution" Page="0" Col="2" Row="4" Tooltip="" Default="1">
<PopupEntry Title="Eighth" Value="3"></PopupEntry>
<PopupEntry Title="Quarter" Value="2"></PopupEntry>
<PopupEntry Title="Half" Value="1"></PopupEntry>
<PopupEntry Title="Full" Value="0"></PopupEntry>
</Uniform>
</Shader>
<Shader OutputBitDepth="Output" Index="2">
<Uniform InputColor="67, 77, 83" Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="adsk_results_pass1"></Uniform>
<Uniform ResDependent="None" Max="10000.0" Min="0.0" Default="0.5" Inc="0.01" Tooltip="" Row="0" Col="2" Page="1" Type="float" ChannelName="Blur" DisplayName="Blur" Name="blursize"></Uniform>
<Uniform ResDependent="None" Max="10000.0" Min="0.0" Default="1.0" Inc="0.01" Tooltip="" Row="1" Col="2" Page="1" Type="float" ChannelName="BlurR" DisplayName="Blur weight R" Name="blursizer"></Uniform>
<Uniform ResDependent="None" Max="10000.0" Min="0.0" Default="1.0" Inc="0.01" Tooltip="" Row="2" Col="2" Page="1" Type="float" ChannelName="BlurG" DisplayName="Blur weight G" Name="blursizeg"></Uniform>
<Uniform ResDependent="None" Max="10000.0" Min="0.0" Default="1.0" Inc="0.01" Tooltip="" Row="3" Col="2" Page="1" Type="float" ChannelName="BlurB" DisplayName="Blur weight B" Name="blursizeb"></Uniform>
<Uniform Name="downsample" Type="int"><Duplicate></Duplicate></Uniform>
</Shader>
<Shader OutputBitDepth="Output" Index="3">
<Uniform InputColor="67, 77, 83" Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="adsk_results_pass2"></Uniform>
<Uniform Index="0" Tooltip="" DisplayName="Front" Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="front" InputType="Front"><Duplicate></Duplicate></Uniform>
<Uniform Index="1" Tooltip="" DisplayName="Matte" Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="matte" InputType="Matte"><Duplicate></Duplicate></Uniform>
<Uniform Type="float" Name="blursize"><Duplicate></Duplicate></Uniform>
<Uniform Type="float" Name="blursizer"><Duplicate></Duplicate></Uniform>
<Uniform Type="float" Name="blursizeg"><Duplicate></Duplicate></Uniform>
<Uniform Type="float" Name="blursizeb"><Duplicate></Duplicate></Uniform>
<Uniform Name="screen" Row="0" Col="3" Page="0" Default="True" Tooltip="Screens the glints over the image instead of simply adding them" DisplayName="Screen highlights" Type="bool"></Uniform>
<Uniform Name="usematte" Type="bool"><Duplicate></Duplicate></Uniform>
<Uniform Name="useblendmatte" Type="bool"><Duplicate></Duplicate></Uniform>
<Uniform Name="outputglints" Row="4" Col="3" Page="0" Default="False" Tooltip="Output just the glints on black" DisplayName="Output glints only" Type="bool"></Uniform>
</Shader>
<Page Name="Stars" Page="0">
<Col Name="Colour" Col="0" Page="0"></Col>
<Col Name="Shape" Col="1" Page="0"></Col>
<Col Name="Dispersion" Col="2" Page="0"></Col>
<Col Name="Blend" Col="3" Page="0"></Col>
</Page>
<Page Name="Distort + Blur" Page="1">
<Col Name="Geometry" Col="0" Page="1"></Col>
<Col Name="Noise" Col="1" Page="1"></Col>
<Col Name="Blur glints" Col="2" Page="1"></Col>
<Col Name="Slow options" Col="3" Page="1"></Col>
</Page>
</ShaderNodePreset>