Brighten

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Lite-C:


Material and function to adjust the effect:

// ScreenBrightness
MATERIAL* ScreenBrightness_mat =
{
	effect = "screenbrightness.fx";
}

function ScreenBrightness_set_Value(Brightness)
{
	ScreenBrightness_mat.skill1 = floatv(Brightness);	// Brightness > 1 = brighten, Brightness < 1 > 0 = darken
}

The screenbrightness.fx file:

/////////////////////////////////////////////////////////////////////////////////////////
////brightens or darkens the Screen depending on vecSkill1[0] (darker < 0 < brighter)////
/////////////////////////////////////////////////////////////////////////////////////////

texture TargetMap;

float4 vecSkill1;

sampler postTex = sampler_state
{
   texture = (TargetMap);
   MinFilter = linear;
   MagFilter = linear;
   MipFilter = linear;
   AddressU = Clamp;
   AddressV = Clamp;
};

float4 ScreenBrightness_PS( float2 Tex : TEXCOORD0 ) : COLOR0
{
	float4 Color;

	Color = tex2D(postTex, Tex.xy);

	return Color*vecSkill1[0];
}

technique tech_00
{
	pass pass_00
	{
		VertexShader = null;
		PixelShader = compile ps_2_0 ScreenBrightness_PS();
	}
}

technique fallback { pass one { } }


C-Script


Material and function to adjust the effect:

// ScreenBrightness
material ScreenBrightness_mat
{
	effect = "screenbrightness.fx";
}

function ScreenBrightness_set_Value(Brightness)
{
	ScreenBrightness_mat.skill1 = floatv(Brightness);	// Brightness > 1 = brighten, Brightness < 1 > 0 = darken
}

The screenbrightness.fx file:

/////////////////////////////////////////////////////////////////////////////////////////
////brightens or darkens the Screen depending on vecSkill1[0] (darker < 0 < brighter)////
/////////////////////////////////////////////////////////////////////////////////////////

texture entSkin1;

float4 vecSkill1;

sampler postTex = sampler_state
{
   texture = (entSkin1);
   MinFilter = linear;
   MagFilter = linear;
   MipFilter = linear;
   AddressU = Clamp;
   AddressV = Clamp;
};

float4 ScreenBrightness_PS( float2 Tex : TEXCOORD0 ) : COLOR0
{
	float4 Color;

	Color = tex2D(postTex, Tex.xy);

	return Color*vecSkill1[0];
}

technique tech_00
{
	pass pass_00
	{
		VertexShader = null;
		PixelShader = compile ps_2_0 ScreenBrightness_PS();
	}
}

technique tech_01
{
	pass pass_00
	{
		Texture[0] = <entSkin1>;
	}
}

--Slin 23:16, 10 November 2007 (CET)

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