mirror of https://github.com/bsnes-emu/bsnes.git
26 lines
508 B
GLSL
26 lines
508 B
GLSL
#version 150
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uniform sampler2D source[];
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uniform vec4 sourceSize[];
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in Vertex {
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vec2 texCoord;
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};
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out vec4 fragColor;
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vec3 grayscale(vec3 color) {
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return vec3(dot(color, vec3(0.3, 0.59, 0.11)));
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}
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void main() {
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vec2 offset = fract(texCoord * sourceSize[0].xy) - 0.5;
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offset /= sourceSize[0].xy;
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vec3 cx = texture(source[0], texCoord - offset).xyz;
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vec3 cy = texture(source[0], texCoord).xyz;
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vec3 cz = vec3(5.0 * grayscale(abs(cx - cy)));
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fragColor = vec4(clamp(cz, 0.0, 1.0), 1.0);
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}
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