mirror of https://github.com/bsnes-emu/bsnes.git
Add pixel shaders from the external tarball.
byuu has traditionally kept these shaders separately, but I don't see why they shouldn't be stored alongside the code that uses them. Unlike previous versions of pixel shaders, these are updated to use the new file-format introduced in v070r03.
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<?xml version="1.0" encoding="UTF-8"?>
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<shader language="GLSL">
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<fragment><![CDATA[
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uniform sampler2D rubyTexture;
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#define distortion 0.2
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vec2 barrelDistortion(vec2 coord) {
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vec2 cc = coord - 0.5;
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float dist = dot(cc, cc);
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return coord + cc * (dist + distortion * dist * dist) * distortion;
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}
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void main(void) {
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gl_FragColor = texture2D(rubyTexture, barrelDistortion(gl_TexCoord[0].xy));
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}
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]]></fragment>
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</shader>
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<?xml version="1.0" encoding="UTF-8"?>
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<shader language="GLSL">
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<vertex><![CDATA[
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void main(void) {
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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]]></vertex>
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<fragment><![CDATA[
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uniform sampler2D rubyTexture;
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void main(void) {
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vec4 rgb = texture2D(rubyTexture, gl_TexCoord[0].xy);
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vec4 intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz, 1.0));
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if(fract(gl_FragCoord.y * 0.5) > 0.5) intens = rgb * 0.8;
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gl_FragColor = intens;
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}
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]]></fragment>
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</shader>
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<?xml version="1.0" encoding="UTF-8"?>
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<shader language="GLSL">
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<vertex><![CDATA[
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uniform vec2 rubyTextureSize;
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void main() {
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float x = 0.5 * (1.0 / rubyTextureSize.x);
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float y = 0.5 * (1.0 / rubyTextureSize.y);
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vec2 dg1 = vec2( x, y);
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vec2 dg2 = vec2(-x, y);
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vec2 dx = vec2(x, 0.0);
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vec2 dy = vec2(0.0, y);
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1;
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gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy;
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gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2;
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gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx;
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gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1;
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gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy;
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gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2;
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gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx;
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}
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]]></vertex>
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<fragment><![CDATA[
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uniform sampler2D rubyTexture;
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const float mx = 0.325; // start smoothing wt.
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const float k = -0.250; // wt. decrease factor
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const float max_w = 0.25; // max filter weigth
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const float min_w =-0.05; // min filter weigth
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const float lum_add = 0.25; // effects smoothing
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void main() {
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vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz;
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vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz;
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vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz;
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vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz;
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vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz;
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vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz;
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vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz;
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vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz;
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vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz;
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vec3 dt = vec3(1.0, 1.0, 1.0);
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float md1 = dot(abs(c00 - c22), dt);
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float md2 = dot(abs(c02 - c20), dt);
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float w1 = dot(abs(c22 - c11), dt) * md2;
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float w2 = dot(abs(c02 - c11), dt) * md1;
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float w3 = dot(abs(c00 - c11), dt) * md2;
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float w4 = dot(abs(c20 - c11), dt) * md1;
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float t1 = w1 + w3;
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float t2 = w2 + w4;
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float ww = max(t1, t2) + 0.0001;
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c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
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float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
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float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
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w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
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w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
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w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
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w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
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gl_FragColor.xyz = w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11;
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}
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]]></fragment>
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</shader>
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<?xml version="1.0" encoding="UTF-8"?>
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<shader language="GLSL">
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<vertex><![CDATA[
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void main() {
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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]]></vertex>
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<fragment><![CDATA[
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uniform sampler2D rubyTexture;
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uniform vec2 rubyTextureSize;
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void main() {
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vec2 texelSize = 1.0 / rubyTextureSize;
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vec2 range;
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range.x = dFdx(gl_TexCoord[0].x) / 2.0 * 0.99;
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range.y = dFdy(gl_TexCoord[0].y) / 2.0 * 0.99;
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float left = gl_TexCoord[0].x - range.x;
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float top = gl_TexCoord[0].y + range.y;
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float right = gl_TexCoord[0].x + range.x;
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float bottom = gl_TexCoord[0].y - range.y;
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vec4 topLeftColor = texture2D(rubyTexture, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize);
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vec4 bottomRightColor = texture2D(rubyTexture, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize);
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vec4 bottomLeftColor = texture2D(rubyTexture, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize);
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vec4 topRightColor = texture2D(rubyTexture, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize);
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vec2 border = clamp(round(gl_TexCoord[0] / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
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float totalArea = 4.0 * range.x * range.y;
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vec4 averageColor;
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averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
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averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
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averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
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averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
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gl_FragColor = averageColor;
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}
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]]></fragment>
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</shader>
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<?xml version="1.0" encoding="UTF-8"?>
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<shader language="GLSL">
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<vertex><![CDATA[
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uniform vec2 rubyTextureSize;
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void main() {
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vec4 offsetx;
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vec4 offsety;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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offsetx.x = 1.0 / rubyTextureSize.x;
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offsetx.y = 0.0;
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offsetx.w = 0.0;
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offsetx.z = 0.0;
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offsety.y = 1.0 / rubyTextureSize.y;
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offsety.x = 0.0;
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offsety.w = 0.0;
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offsety.z = 0.0;
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gl_TexCoord[0] = gl_MultiTexCoord0; //center
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gl_TexCoord[1] = gl_TexCoord[0] - offsetx; //left
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gl_TexCoord[2] = gl_TexCoord[0] + offsetx; //right
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gl_TexCoord[3] = gl_TexCoord[0] - offsety; //top
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gl_TexCoord[4] = gl_TexCoord[0] + offsety; //bottom
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}
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]]></vertex>
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<fragment><![CDATA[
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uniform sampler2D rubyTexture;
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uniform vec2 rubyTextureSize;
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void main() {
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vec4 colD, colF, colB, colH, col, tmp;
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vec2 sel;
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col = texture2DProj(rubyTexture, gl_TexCoord[0]); //central (can be E0-E3)
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colD = texture2DProj(rubyTexture, gl_TexCoord[1]); //D (left)
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colF = texture2DProj(rubyTexture, gl_TexCoord[2]); //F (right)
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colB = texture2DProj(rubyTexture, gl_TexCoord[3]); //B (top)
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colH = texture2DProj(rubyTexture, gl_TexCoord[4]); //H (bottom)
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sel = fract(gl_TexCoord[0].xy * rubyTextureSize.xy); //where are we (E0-E3)?
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//E0 is default
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if(sel.y >= 0.5) { tmp = colB; colB = colH; colH = tmp; } //E1 (or E3): swap B and H
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if(sel.x >= 0.5) { tmp = colF; colF = colD; colD = tmp; } //E2 (or E3): swap D and F
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if(colB == colD && colB != colF && colD != colH) { //do the Scale2x rule
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col = colD;
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}
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gl_FragColor = col;
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}
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]]></fragment>
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</shader>
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<?xml version="1.0" encoding="UTF-8"?>
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<shader language="HLSL">
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<source><![CDATA[
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texture rubyTexture;
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float4 vec;
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sampler s0 = sampler_state { texture = <rubyTexture>; };
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float3 LightColor = { 1.0, 0.7, 0.5 };
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float3 DarkColor = { 0.2, 0.05, 0.0 };
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float4 DiffColorPass(in float2 Tex : TEXCOORD0) : COLOR0
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{
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vec.x = 0.5;
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vec.y = 1.0;
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float3 scnColor = LightColor * tex2D(s0, Tex).xyz;
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float3 grayXfer = float3(0.3, 0.59, 0.11);
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float gray = dot(grayXfer, scnColor);
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float3 muted = lerp(scnColor, gray.xxx, vec.x);
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float3 sepia = lerp(DarkColor, LightColor, gray);
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float3 result = lerp(muted, sepia, vec.y);
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return float4(result, 1);
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}
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Technique T0
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{
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pass p0 { PixelShader = compile ps_2_0 DiffColorPass(); }
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}
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]]></source>
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</shader>
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