dolphin/Data/Sys/Shaders/firewater.glsl

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uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
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{
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float4 c0 = texture(samp9, uv0);
float4 c1 = texture(samp9, uv0 + float2(1,1)*resolution.zw);
float4 c2 = texture(samp9, uv0 + float2(-1,-1)*resolution.zw);
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float red = c0.r;
float green = c0.g;
float blue = c0.b;
float alpha = c0.a;
red = c0.r - c1.b;
blue = c0.b - c2.r + (c0.g - c0.r);
ocol0 = float4(red, 0.0, blue, alpha);
}