Merge dolphin-shaders-database

This commit is contained in:
Shawn Hoffman 2011-08-21 02:12:30 -04:00
commit 02d8bb631a
66 changed files with 144329 additions and 0 deletions

109
Data/User/Shaders/16bit.txt Normal file
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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
//Change this number to increase the pixel size.
int pixelSize = 3;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
int val = uv0[0];
int val2 = uv0[1];
val = val % pixelSize;
val2 = val2 % pixelSize;
if(val == 0 && val2 == 0 ){
if (c0.r < 0.1 && c0.r >= 0)
red = 0.1;
if (c0.r < 0.20 && c0.r >= 0.1)
red = 0.20;
if (c0.r <0.40 && c0.r >= 0.20)
red = 0.40;
if (c0.r <0.60 && c0.r >= 0.40)
red = 0.60;
if (c0.r <0.80 && c0.r >= 0.60)
red = 0.80;
if (c0.r >= 0.80)
red = 1;
if (c0.b < 0.1 && c0.b >= 0)
blue = 0.1;
if (c0.b < 0.20 && c0.b >= 0.1)
blue = 0.20;
if (c0.b <0.40 && c0.b >= 0.20)
blue = 0.40;
if (c0.b <0.60 && c0.b >= 0.40)
blue = 0.60;
if (c0.b <0.80 && c0.b >= 0.60)
blue = 0.80;
if (c0.b >= 0.80)
blue = 1;
if (c0.g < 0.1 && c0.g >= 0)
green = 0.1;
if (c0.g < 0.20 && c0.g >= 0.1)
green = 0.20;
if (c0.g <0.40 && c0.g >= 0.20)
green = 0.40;
if (c0.g <0.60 && c0.g >= 0.40)
green = 0.60;
if (c0.g <0.80 && c0.g >= 0.60)
green = 0.80;
if (c0.g >= 0.80)
green = 1;
}
else{
float4 c1 = texRECT(samp0, uv0-float2(val, val2)).rgba;
if (c1.r < 0.1 && c1.r >= 0)
red = 0.1;
if (c1.r < 0.20 && c1.r >= 0.1)
red = 0.20;
if (c1.r <0.40 && c1.r >= 0.20)
red = 0.40;
if (c1.r <0.60 && c1.r >= 0.40)
red = 0.60;
if (c1.r <0.80 && c1.r >= 0.60)
red = 0.80;
if (c1.r >= 0.80)
red = 1;
if (c1.b < 0.1 && c1.b >= 0)
blue = 0.1;
if (c1.b < 0.20 && c1.b >= 0.1)
blue = 0.20;
if (c1.b <0.40 && c1.b >= 0.20)
blue = 0.40;
if (c1.b <0.60 && c1.b >= 0.40)
blue = 0.60;
if (c1.b <0.80 && c1.b >= 0.60)
blue = 0.80;
if (c1.b >= 0.80)
blue = 1;
if (c1.g < 0.1 && c1.g >= 0)
green = 0.1;
if (c1.g < 0.20 && c1.g >= 0.1)
green = 0.20;
if (c1.g <0.40 && c1.g >= 0.20)
green = 0.40;
if (c1.g <0.60 && c1.g >= 0.40)
green = 0.60;
if (c1.g <0.80 && c1.g >= 0.60)
green = 0.80;
if (c1.g >= 0.80)
green = 1;
}
ocol0 = float4(red, green, blue, c0.a);
}

157
Data/User/Shaders/32bit.txt Normal file
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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
//Change this number to increase the pixel size.
int pixelSize = 2;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
int val = uv0[0];
int val2 = uv0[1];
val = val % pixelSize;
val2 = val2 % pixelSize;
if(val == 0 && val2 == 0 ){
if (c0.r < 0.06 && c0.r >= 0)
red = 0.06;
if (c0.r < 0.13 && c0.r >= 0.06)
red = 0.13;
if (c0.r < 0.26 && c0.r >= 0.13)
red = 0.26;
if (c0.r < 0.33 && c0.r >= 0.26)
red = 0.33;
if (c0.r <0.46 && c0.r >= 0.33)
red = 0.46;
if (c0.r <0.60 && c0.r >= 0.46)
red = 0.60;
if (c0.r <0.73 && c0.r >= 0.60)
red = 0.73;
if (c0.r <0.80 && c0.r >= 0.73)
red = 0.80;
if (c0.r <0.93 && c0.r >= 0.80)
red = 0.93;
if (c0.r <=1 && c0.r >= 0.93)
red = 1;
if (c0.b < 0.06 && c0.b >= 0)
blue = 0.06;
if (c0.b < 0.13 && c0.b >= 0.06)
blue = 0.13;
if (c0.b < 0.26 && c0.b >= 0.13)
blue = 0.26;
if (c0.b < 0.33 && c0.b >= 0.26)
blue = 0.33;
if (c0.b <0.46 && c0.b >= 0.33)
blue = 0.46;
if (c0.b <0.60 && c0.b >= 0.46)
blue = 0.60;
if (c0.b <0.73 && c0.b >= 0.60)
blue = 0.73;
if (c0.b <0.80 && c0.b >= 0.73)
blue = 0.80;
if( c0.b <0.93 && c0.b >= 0.80)
blue = 0.93;
if (c0.b <=1 && c0.b >= 0.93)
blue = 1;
if (c0.g < 0.06 && c0.g >= 0)
green = 0.06;
if (c0.g < 0.13 && c0.g >= 0.06)
green = 0.13;
if (c0.g < 0.26 && c0.g >= 0.13)
green = 0.26;
if (c0.g < 0.33 && c0.g >= 0.26)
green = 0.33;
if (c0.g <0.46 && c0.g >= 0.33)
green = 0.46;
if (c0.g <0.60 && c0.g >= 0.46)
green = 0.60;
if (c0.g <0.73 && c0.g >= 0.60)
green = 0.73;
if (c0.g <0.80 && c0.g >= 0.73)
green = 0.80;
if( c0.g <0.93 && c0.g >= 0.80)
green = 0.93;
if (c0.g <=1 && c0.g >= 0.93)
green = 1;
}
else{
float4 c1 = texRECT(samp0, uv0-float2(val, val2)).rgba;
if (c1.r < 0.06 && c1.r >= 0)
red = 0.06;
if (c1.r < 0.13 && c1.r >= 0.06)
red = 0.13;
if (c1.r < 0.26 && c1.r >= 0.13)
red = 0.26;
if (c1.r < 0.33 && c1.r >= 0.26)
red = 0.33;
if (c1.r <0.46 && c1.r >= 0.33)
red = 0.46;
if (c1.r <0.60 && c1.r >= 0.46)
red = 0.60;
if (c1.r <0.73 && c1.r >= 0.60)
red = 0.73;
if (c1.r <0.80 && c1.r >= 0.73)
red = 0.80;
if (c1.r <0.93 && c1.r >= 0.80)
red = 0.93;
if (c1.r <=1 && c1.r >= 0.93)
red = 1;
if (c1.b < 0.06 && c1.b >= 0)
blue = 0.06;
if (c1.b < 0.13 && c1.b >= 0.06)
blue = 0.13;
if (c1.b < 0.26 && c1.b >= 0.13)
blue = 0.26;
if (c1.b < 0.33 && c1.b >= 0.26)
blue = 0.33;
if (c1.b <0.46 && c1.b >= 0.33)
blue = 0.46;
if (c1.b <0.60 && c1.b >= 0.46)
blue = 0.60;
if (c1.b <0.73 && c1.b >= 0.60)
blue = 0.73;
if (c1.b <0.80 && c1.b >= 0.73)
blue = 0.80;
if( c1.b <0.93 && c1.b >= 0.80)
blue = 0.93;
if (c1.b <=1 && c1.b >= 0.93)
blue = 1;
if (c1.g < 0.06 && c1.g >= 0)
green = 0.06;
if (c1.g < 0.13 && c1.g >= 0.06)
green = 0.13;
if (c1.g < 0.26 && c1.g >= 0.13)
green = 0.26;
if (c1.g < 0.33 && c1.g >= 0.26)
green = 0.33;
if (c1.g <0.46 && c1.g >= 0.33)
green = 0.46;
if (c1.g <0.60 && c1.g >= 0.46)
green = 0.60;
if (c1.g <0.73 && c1.g >= 0.60)
green = 0.73;
if (c1.g <0.80 && c1.g >= 0.73)
green = 0.80;
if( c1.g <0.93 && c1.g >= 0.80)
green = 0.93;
if ( c1.g >= 0.93)
green = 1;
}
ocol0 = float4(red, green, blue, c0.a);
}

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//dummy shader:
uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.r, c0.g, c0.b, c0.a);
}
/*
And now that's over with, the contents of this readme file!
For best results, turn Wordwrap formatting on...
The shaders shown in the dropdown box in the video plugin configuration window are kept in the directory named User/Data/Shaders. They are linked in to the dolphin source from the repository at <http://dolphin-shaders-database.googlecode.com/svn/trunk/>. See <http://code.google.com/p/dolphin-shaders-database/wiki/Documentation> for more details on the way shaders work.
This file will hopefully hold more content in future...
*/

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float blue = 0.0;
if (c0.r > 0.15 && c0.b > 0.15)
{
blue = 0.5;
red = 0.5;
}
float green = max(c0.r + c0.b, c0.g);
ocol0 = float4(red, green, blue, 1.0);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
ocol0 = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*8;
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
ocol0 = texRECT(samp0, uv0+1).rgba * 1.3 * abs(texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*8;
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 to_gray = float4(0.3,0.59,0.11,0);
float x1 = dot(to_gray, texRECT(samp0, uv0+float2(1,1)));
float x0 = dot(to_gray, texRECT(samp0, uv0+float2(-1,-1)));
float x3 = dot(to_gray, texRECT(samp0, uv0+float2(1,-1)));
float x2 = dot(to_gray, texRECT(samp0, uv0+float2(-1,1)));
float edge = (x1 - x0) * (x1 - x0);
float edge2 = (x3 - x2) * (x3 - x2);
edge += edge2;
float4 color = texRECT(samp0, uv0).rgba;
ocol0 = max(color - float4(edge, edge, edge, edge) * 12, float4(0,0,0,0));
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
//Changethis to increase the number of colors.
float numColors =8;
float4 to_gray = float4(0.3,0.59,0.11,0);
float x1 = dot(to_gray, texRECT(samp0, uv0+float2(1,1)));
float x0 = dot(to_gray, texRECT(samp0, uv0+float2(-1,-1)));
float x3 = dot(to_gray, texRECT(samp0, uv0+float2(1,-1)));
float x2 = dot(to_gray, texRECT(samp0, uv0+float2(-1,1)));
float edge = (x1 - x0) * (x1 - x0);
float edge2 = (x3 - x2) * (x3 - x2);
edge += edge2;
float4 color = texRECT(samp0, uv0).rgba;
float4 c0 = max(color - float4(edge, edge, edge, edge) * 12, float4(0,0,0,0));
//Change this number to increase the pixel size.
int pixelSize = 1;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
bool rr = false;
bool bb = false;
bool gg = false;
int val = uv0[0];
int val2 = uv0[1];
int count = 1;
double colorN = 0.0;
double colorB = 0.0;
val = val % pixelSize;
val2 = val2 % pixelSize;
//if(val == 0 && val2 == 0 )
// c0 = texRECT(samp0, uv0).rgba;
//else
// c0 = texRECT(samp0, uv0-float2(val, val2)).rgba;
for(count = 1; count <= numColors ; count++){
colorN = count / numColors;
if ( c0.r <= colorN && c0.r >= colorB && rr == false ){
if (count == 1){
if(colorN >= 0.1)
red = 0.01;
else
red = colorN;
}
else if (count == numColors)
red = 0.95;
else
red = colorN ;
rr = true;
}
if (c0.b <= colorN && c0.b >= colorB && bb == false){
if (count == 1){
if(colorN >= 0.1)
blue = 0.01;
else
blue = colorN;
}
else if (count == numColors)
blue = 0.95;
else
blue = colorN ;
bb = true;
}
if (c0.g <= colorN && c0.g >= colorB && gg == false){
if (count == 1){
if(colorN >= 0.1)
green = 0.01;
else
green = colorN;
}
else if (count == numColors)
green = 0.95 ;
else
green = colorN ;
gg = true;
}
colorB = count / numColors;
if(rr == true && bb == true && gg == true)
break;
}
ocol0 = float4(red, green, blue, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0, in float2 uv1 : TEXCOORD1)
{
float4 c_center = texRECT(samp0, uv0.xy).rgba;
float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
uv0 += float2(0.3, 0.3);
float radius1 = 1.3;
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, -1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(-2.5, 0) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, 1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(0, 2.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, 1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(2.5, 0) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, -1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(0, -2.5) * radius1);
float radius2 = 4.6;
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, -1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(-2.5, 0) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, 1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(0, 2.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, 1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(2.5, 0) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, -1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(0, -2.5) * radius2);
bloom_sum *= 0.07;
bloom_sum -= float4(0.3, 0.3, 0.3, 0.3);
bloom_sum = max(bloom_sum, float4(0,0,0,0));
float2 vpos = (uv1 - float2(.5, .5)) * 2;
float dist = (dot(vpos, vpos));
dist = 1 - 0.4*dist;
ocol0 = (c_center * 0.7 + bloom_sum) * dist;
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
c0 += c0 * 2;
ocol0 = float4(c0.r, c0.g, c0.b, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
if (c0.r < 0.35 || c0.b > 0.35)
{
green = c0.g + (c0.b / 2);
}
else
{
//red = 1 - c0.r + (c0.b / 2);
red = c0.r + 0.4;
}
ocol0 = float4(red, green, 0.0, 1.0);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
if (c0.r < 0.50 || c0.b > 0.5)
{
blue = c0.r;
red = c0.g;
}
else
{
blue = c0.r;
green = c0.r;
}
ocol0 = float4(red, green, blue, 1.0);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c1 = texRECT(samp0, uv0 - float2(1, 0)).rgba;
float4 c2 = texRECT(samp0, uv0 - float2(0, 1)).rgba;
float4 c3 = texRECT(samp0, uv0 + float2(1, 0)).rgba;
float4 c4 = texRECT(samp0, uv0 + float2(0, 1)).rgba;
float red = c0.r;
float blue = c0.b;
float green = c0.g;
float red2 = (c1.r + c2.r + c3.r + c4.r) / 4;
float blue2 = (c1.b + c2.b + c3.b + c4.b) / 4;
float green2 = (c1.g + c2.g + c3.g + c4.g) / 4;
if(red2 > 0.3)
red = c0.r + c0.r / 2 ;
else
red = c0.r - c0.r / 2 ;
if(green2 > 0.3)
green = c0.g+ c0.g / 2;
else
green = c0.g - c0.g / 2;
if(blue2 > 0.3)
blue = c0.b+ c0.b / 2 ;
else
blue = c0.b - c0.b / 2 ;
ocol0 = float4(red, green, blue, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c1 = texRECT(samp0, uv0 + float2(5,5)).rgba;
float y = (0.222 * c1.r) + (0.707 * c1.g) + (0.071 * c1.b);
float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
float alpha = c0.a;
red = y2 + (1 - y);
green = y2 + (1 - y);
blue = y2 + (1 - y);
ocol0 = float4(red, green, blue, alpha);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
red = c0.r;
if (c0.r > 0.0)
{
if (c0.g > c0.r)
{
green = (c0.g - (c0.g - c0.r)) / 3;
}
}
if (c0.b > 0.0 && c0.r < 0.25)
{
red = c0.b;
green = c0.b / 3;
}
if (c0.g > 0.0 && c0.r < 0.25)
{
red = c0.g;
green = c0.g / 3;
}
if (((c0.r + c0.g + c0.b) / 3) > 0.9)
{
green = c0.r / 3;
}
ocol0 = float4(red, green, blue, 1.0);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
float avg = (c0.r + c0.g + c0.b) / 3;
red = c0.r + (c0.g / 2) + (c0.b / 3);
green = c0.r / 3;
ocol0 = float4(red, green, blue, 1.0);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c1 = texRECT(samp0, uv0 + float2(1,1)).rgba;
float4 c2 = texRECT(samp0, uv0 + float2(-1,-1)).rgba;
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);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float avg = (c0.r + c0.g + c0.b) / 3.0;
ocol0 = float4(avg, avg, avg, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
// Info: http://www.oreillynet.com/cs/user/view/cs_msg/8691
float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
ocol0 = float4(avg, avg, avg, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(1.0, 1.0, 1.0, 1.0) - c0;
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(0.0, 0.0, 0.7, 1.0) - c0;
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c1 = texRECT(samp0, uv0 + float2(5,5)).rgba;
ocol0 = c0 - c1;
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 emboss = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*2.0f;
emboss -= (texRECT(samp0, uv0+float2(1,-1)).rgba - texRECT(samp0, uv0+float2(-1,1)).rgba);
float4 color = texRECT(samp0, uv0).rgba;
if (color.r > 0.8 && color.b + color.b < 0.2)
ocol0 = float4(1,0,0,0);
else {
color += emboss;
if (dot(color.rgb, float3(0.3, 0.5, 0.2)) > 0.5)
ocol0 = float4(1,1,1,1);
else
ocol0 = float4(0,0,0,0);
}
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float green = c0.g;
if (c0.g < 0.50)
{
green = c0.r + c0.b;
}
ocol0 = float4(0.0, green, 0.0, 1.0);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
//variables
int internalresolution = 1278;
float4 c0 = texRECT(samp0, uv0).rgba;
//blur
float4 blurtotal = float4(0, 0, 0, 0);
float blursize = 1.5;
blurtotal += texRECT(samp0, uv0 + float2(-blursize, -blursize));
blurtotal += texRECT(samp0, uv0 + float2(-blursize, blursize));
blurtotal += texRECT(samp0, uv0 + float2( blursize, -blursize));
blurtotal += texRECT(samp0, uv0 + float2( blursize, blursize));
blurtotal += texRECT(samp0, uv0 + float2(-blursize, 0));
blurtotal += texRECT(samp0, uv0 + float2( blursize, 0));
blurtotal += texRECT(samp0, uv0 + float2( 0, -blursize));
blurtotal += texRECT(samp0, uv0 + float2( 0, blursize));
blurtotal *= 0.125;
c0 = blurtotal;
//greyscale
float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
// brighten
grey = grey * 0.5 + 0.7;
// darken edges
float x = uv0[0];
float y = uv0[1];
if (x > internalresolution/2) x = internalresolution-x;
if (y > internalresolution/2) y = internalresolution-y;
if (x > internalresolution/2*0.95) x = internalresolution/2*0.95;
if (y > internalresolution/2*0.95) y = internalresolution/2*0.95;
x = -x+641;
y = -y+641;
/*****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt=x/10;
while((sqrt*sqrt) < x) sqrt+=0.1;
x = sqrt;
sqrt=y/10;
while((sqrt*sqrt) < y) sqrt+=0.1;
y = sqrt;
/*****end of inline square root routines*****/
x *= 2;
y *= 2;
grey -= x/200;
grey -= y/200;
// output
ocol0 = float4(0, grey, 0, 1.0);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
//variables
int internalresolution = 1278;
float4 c0 = texRECT(samp0, uv0).rgba;
//blur
float4 blurtotal = float4(0, 0, 0, 0);
float blursize = 1.5;
blurtotal += texRECT(samp0, uv0 + float2(-blursize, -blursize));
blurtotal += texRECT(samp0, uv0 + float2(-blursize, blursize));
blurtotal += texRECT(samp0, uv0 + float2( blursize, -blursize));
blurtotal += texRECT(samp0, uv0 + float2( blursize, blursize));
blurtotal += texRECT(samp0, uv0 + float2(-blursize, 0));
blurtotal += texRECT(samp0, uv0 + float2( blursize, 0));
blurtotal += texRECT(samp0, uv0 + float2( 0, -blursize));
blurtotal += texRECT(samp0, uv0 + float2( 0, blursize));
blurtotal *= 0.125;
c0 = blurtotal;
//greyscale
float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
// brighten and apply horizontal scanlines
// This would have been much simpler if I could get the stupid modulo (%) to work
// If anyone who is more well versed in Cg knows how to do this it'd be slightly more efficient
// float lineIntensity = ((uv0[1] % 9) - 4) / 40;
float vPos = uv0[1] / 9;
float lineIntensity = (((vPos - (int)vPos) * 9) - 4) / 40;
grey = grey * 0.5 + 0.7 + lineIntensity;
// darken edges
float x = uv0[0];
float y = uv0[1];
if (x > internalresolution/2) x = internalresolution-x;
if (y > internalresolution/2) y = internalresolution-y;
if (x > internalresolution/2*0.95) x = internalresolution/2*0.95;
if (y > internalresolution/2*0.95) y = internalresolution/2*0.95;
x = -x+641;
y = -y+641;
/*****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt=x/10;
while((sqrt*sqrt) < x) sqrt+=0.1;
x = sqrt;
sqrt=y/10;
while((sqrt*sqrt) < y) sqrt+=0.1;
y = sqrt;
/*****end of inline square root routines*****/
x *= 2;
y *= 2;
grey -= x/200;
grey -= y/200;
// output
ocol0 = float4(0, grey, 0, 1.0);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
if (c0.r > 0.25)
{
red = c0.r;
}
if (c0.g > 0.25)
{
green = c0.g;
}
if (c0.b > 0.25)
{
blue = c0.b;
}
ocol0 = float4(red, green, blue, 1.0);
}

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@ -0,0 +1,21 @@
uniform samplerRECT samp0 : register(s0);
inline float bound(float color)
{
if (color < 0.35)
{
if (color < 0.25)
{
return color;
}
return 0.5;
}
return 1.0;
}
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0 + float2(0,0)).rgba;
ocol0 = float4(bound(c0.r), bound(c0.g), bound(c0.b), c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = c0.r;
float blue = c0.b;
float green = c0.g;
float factor = 2;
float max = 0.8;
float min = 0.3;
if(c0.r > c0.g && c0.b > c0.g){
if(c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05){
red = 0.7;
blue = 0.7;
green = 0.05;
}
else if(c0.r > c0.b + 0.05){
red = 0.7;
blue = 0.05;
green = 0.05;
}
else if (c0.b > c0.r + 0.05){
red = 0.05;
blue = 0.7;
green = 0.05;
}
}
if(c0.r > c0.b && c0.g > c0.b){
if(c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05){
red = 0.7;
blue = 0.05;
green = 0.7;
}
else if(c0.r > c0.g + 0.05){
red = 0.7;
blue = 0.05;
green = 0.05;
}
else if (c0.g > c0.r + 0.05){
red = 0.05;
blue = 0.05;
green = 0.7;
}
}
if(c0.g > c0.r && c0.b > c0.r){
if(c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05){
red = 0.05;
blue = 0.7;
green = 0.7;
}
else if(c0.g > c0.b + 0.05){
red = 0.05;
blue = 0.05;
green = 0.7;
}
else if (c0.b > c0.g + 0.05){
red = 0.05;
blue = 0.7;
green = 0.05;
}
}
ocol0 = float4(red, green, blue, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
// Same coefficients as grayscale2 at this point
float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
float red=avg;
// Not sure about these coefficients, they just seem to produce the proper yellow
float green=avg*.75;
float blue=avg*.5;
ocol0 = float4(red, green, blue, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 tmp = float4(0, 0, 0, 0);
tmp += c0 - texRECT(samp0, uv0 + float2(2, 2)).rgba;
tmp += c0 - texRECT(samp0, uv0 - float2(2, 2)).rgba;
tmp += c0 - texRECT(samp0, uv0 + float2(2, -2)).rgba;
tmp += c0 - texRECT(samp0, uv0 - float2(2, -2)).rgba;
float grey = ((0.222 * tmp.r) + (0.707 * tmp.g) + (0.071 * tmp.b));
// get rid of the bottom line, as it is incorrect.
if (uv0[1] < 163)
tmp = 1;
c0 = c0+1-grey*7;
ocol0 = float4(c0.r, c0.g, c0.b, 1);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float blue = 0.0;
if (c0.r < 0.35 || c0.b > 0.5)
{
red = c0.g + c0.b;
}
else
{
red = c0.g + c0.b;
blue = c0.r + c0.b;
}
ocol0 = float4(red, 0.0, blue, 1.0);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
if (c0.r < 0.35 || c0.b > 0.5)
{
red = c0.g + c0.b;
}
else
{
red = c0.g + c0.b;
blue = c0.r + c0.b;
green = c0.r + c0.b;
}
ocol0 = float4(red, green, blue, 1.0);
}

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// Omega's 3D Stereoscopic filtering
// TODO: Need depth info!
uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba; // Source Color
float sep = 5;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
// Left Eye (Red)
float4 c1 = texRECT(samp0, uv0 + float2(sep,0)).rgba;
red = max(c0.r, c1.r);
// Right Eye (Cyan)
float4 c2 = texRECT(samp0, uv0 + float2(-sep,0)).rgba;
float cyan = (c2.g + c2.b) / 2;
green = max(c0.g, cyan);
blue = max(c0.b, cyan);
ocol0 = float4(red, green, blue, c0.a);
}

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// Omega's 3D Stereoscopic filtering (Amber/Blue)
// TODO: Need depth info!
uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba; // Source Color
float sep = 5;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
// Left Eye (Amber)
float4 c2 = texRECT(samp0, uv0 + float2(sep,0)).rgba;
float amber = (c2.r + c2.g) / 2;
red = max(c0.r, amber);
green = max(c0.g, amber);
// Right Eye (Blue)
float4 c1 = texRECT(samp0, uv0 + float2(-sep,0)).rgba;
blue = max(c0.b, c1.b);
ocol0 = float4(red, green, blue, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.r*1.5, c0.g*1, c0.b*0.5, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.b, c0.g, c0.r, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.b, c0.r, c0.g, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.g, c0.b, c0.r, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.g, c0.r, c0.b, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.r, c0.b, c0.g, c0.a);
}

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
if (c0.r < 0.3 || c0.b > 0.5)
{
blue = c0.r + c0.b;
red = c0.g + c0.b / 2;
}
else
{
red = c0.g + c0.b;
green = c0.r + c0.b;
}
ocol0 = float4(red, green, blue, 1.0);
}

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