dolphin/Data/Sys/Shaders/sepia.glsl

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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
void main()
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{
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vec4 c0 = texture(samp9, uv0);
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// Same coefficients as grayscale2 at this point
float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
float red=avg;
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// Not sure about these coefficients, they just seem to produce the proper yellow
float green=avg*.75;
float blue=avg*.5;
ocol0 = vec4(red, green, blue, c0.a);
}