vec3 g_force (in vec3 color) {
vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.5);
float greyout_band_width = 0.2;
float blackout_band_width = 0.3;
float greyout = smoothstep( brightness * display_ysize, (brightness + greyout_band_width) * display_ysize, length(gl_FragCoord.xy -center));
float tgt_brightness = (1.0 - 0.5 * greyout);
float noise = Noise2D( vec2 (gl_FragCoord.x + 100.0 * osg_SimulationTime, gl_FragCoord.y + 300.0 * osg_SimulationTime), 8.0);
noise *= (1.0 - smoothstep(0.0, 0.5, gamma));
color = mix(color, vec3 (1.0, 1.0, 1.0) * mix(length(color), tgt_brightness, greyout) , 0.9* greyout + 0.6 * noise);
color *= tgt_brightness;
float blackout = 1.0 - smoothstep( gamma * display_ysize, (gamma + blackout_band_width) * display_ysize, length(gl_FragCoord.xy -center));
color *= blackout;
return color;
}
I really have no experience with making pretty PUI dialogs (only made an ugly simple one), but if you want me to modify the dialog, I can try.
<effect>
<inherits-from>Effects/model-transparent</inherits-from>
<object-name>CanvasHUD</object-name>
</effect>
(at least I could not figure out how to do it with Effects/model-combined-transparent)
I like the size of the grains in the middle, and I like when they onset.
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