bsnes/snesshader/Watercolor.OpenGL.shader

66 lines
2.4 KiB
GLSL
Executable File

<?xml version="1.0" encoding="UTF-8"?>
<shader language="GLSL">
<vertex><![CDATA[
uniform vec2 rubyTextureSize;
void main()
{
float x = 0.5 * (1.0 / rubyTextureSize.x);
float y = 0.5 * (1.0 / rubyTextureSize.y);
vec2 dg1 = vec2( x, y);
vec2 dg2 = vec2(-x, y);
vec2 dx = vec2(x, 0.0);
vec2 dy = vec2(0.0, y);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy;
gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx;
gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2;
gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx;
}
]]></vertex>
<fragment><![CDATA[
vec4 compress(vec4 in_color, float threshold, float ratio)
{
vec4 diff = in_color - vec4(threshold);
diff = clamp(diff, 0.0, 100.0);
return in_color - (diff * (1.0 - 1.0/ratio));
}
uniform sampler2D rubyTexture;
uniform vec2 rubyTextureSize;
void main ()
{
vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz;
vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz;
vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz;
vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz;
vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz;
vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz;
vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz;
vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz;
vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz;
vec2 tex = gl_TexCoord[0].xy;
vec2 texsize = rubyTextureSize;
vec3 first = mix(c00, c20, fract(tex.x * texsize.x + 0.5));
vec3 second = mix(c02, c22, fract(tex.x * texsize.x + 0.5));
vec3 mid_horiz = mix(c01, c21, fract(tex.x * texsize.x + 0.5));
vec3 mid_vert = mix(c10, c12, fract(tex.y * texsize.y + 0.5));
vec3 res = mix(first, second, fract(tex.y * texsize.y + 0.5));
vec4 final = vec4(0.26 * (res + mid_horiz + mid_vert) + 3.5 * abs(res - mix(mid_horiz, mid_vert, 0.5)), 1.0);
gl_FragColor = compress(final, 0.8, 5.0);
}
]]></fragment>
</shader>