dolphin/Data/Sys/Shaders/posterize2.glsl

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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
float bound(float color)
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{
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if (color < 0.35)
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{
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if (color < 0.25)
return color;
return 0.5;
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}
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return 1.0;
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}
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void main()
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{
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float4 c0 = texture(samp9, uv0);
ocol0 = float4(bound(c0.r), bound(c0.g), bound(c0.b), c0.a);
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}