Brighten
From GameStudio Wiki
[edit]
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 { } }
[edit]
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)
