add resolution uniform for pp, 16bit uses this for reducing screen resolution (wtf?)
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@ -1,109 +1,61 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec2 resolution;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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//Change this number to increase the pixel size.
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int pixelSize = 3;
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float pixelSize = 3;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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int val = uv0[0];
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int val2 = uv0[1];
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val = val % pixelSize;
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val2 = val2 % pixelSize;
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if(val == 0 && val2 == 0 ){
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if (c0.r < 0.1 && c0.r >= 0)
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red = 0.1;
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if (c0.r < 0.20 && c0.r >= 0.1)
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red = 0.20;
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if (c0.r <0.40 && c0.r >= 0.20)
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red = 0.40;
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if (c0.r <0.60 && c0.r >= 0.40)
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red = 0.60;
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if (c0.r <0.80 && c0.r >= 0.60)
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red = 0.80;
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if (c0.r >= 0.80)
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red = 1;
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if (c0.b < 0.1 && c0.b >= 0)
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blue = 0.1;
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if (c0.b < 0.20 && c0.b >= 0.1)
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blue = 0.20;
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if (c0.b <0.40 && c0.b >= 0.20)
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blue = 0.40;
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if (c0.b <0.60 && c0.b >= 0.40)
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blue = 0.60;
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if (c0.b <0.80 && c0.b >= 0.60)
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blue = 0.80;
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if (c0.b >= 0.80)
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blue = 1;
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if (c0.g < 0.1 && c0.g >= 0)
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green = 0.1;
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if (c0.g < 0.20 && c0.g >= 0.1)
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green = 0.20;
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if (c0.g <0.40 && c0.g >= 0.20)
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green = 0.40;
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if (c0.g <0.60 && c0.g >= 0.40)
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green = 0.60;
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if (c0.g <0.80 && c0.g >= 0.60)
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green = 0.80;
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if (c0.g >= 0.80)
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green = 1;
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}
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else{
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float4 c1 = texRECT(samp0, uv0-float2(val, val2)).rgba;
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if (c1.r < 0.1 && c1.r >= 0)
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red = 0.1;
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if (c1.r < 0.20 && c1.r >= 0.1)
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red = 0.20;
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if (c1.r <0.40 && c1.r >= 0.20)
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red = 0.40;
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if (c1.r <0.60 && c1.r >= 0.40)
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red = 0.60;
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if (c1.r <0.80 && c1.r >= 0.60)
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red = 0.80;
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if (c1.r >= 0.80)
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red = 1;
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if (c1.b < 0.1 && c1.b >= 0)
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blue = 0.1;
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if (c1.b < 0.20 && c1.b >= 0.1)
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blue = 0.20;
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if (c1.b <0.40 && c1.b >= 0.20)
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blue = 0.40;
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if (c1.b <0.60 && c1.b >= 0.40)
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blue = 0.60;
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if (c1.b <0.80 && c1.b >= 0.60)
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blue = 0.80;
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if (c1.b >= 0.80)
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blue = 1;
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if (c1.g < 0.1 && c1.g >= 0)
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green = 0.1;
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if (c1.g < 0.20 && c1.g >= 0.1)
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green = 0.20;
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if (c1.g <0.40 && c1.g >= 0.20)
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green = 0.40;
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if (c1.g <0.60 && c1.g >= 0.40)
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green = 0.60;
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if (c1.g <0.80 && c1.g >= 0.60)
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green = 0.80;
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if (c1.g >= 0.80)
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green = 1;
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}
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ocol0 = float4(red, green, blue, c0.a);
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vec2 pos = round(uv0 * resolution / pixelSize) * resolution / pixelSize;
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vec4 c0 = texture(samp9, uv0);
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if (c0.r < 0.1)
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red = 0.1;
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else if (c0.r < 0.20)
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red = 0.20;
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else if (c0.r < 0.40)
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red = 0.40;
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else if (c0.r < 0.60)
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red = 0.60;
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else if (c0.r < 0.80)
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red = 0.80;
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else
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red = 1.0;
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if (c0.b < 0.1)
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blue = 0.1;
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else if (c0.b < 0.20)
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blue = 0.20;
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else if (c0.b < 0.40)
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blue = 0.40;
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else if (c0.b < 0.60)
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blue = 0.60;
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else if (c0.b < 0.80)
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blue = 0.80;
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else
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blue = 1.0;
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if (c0.g < 0.1)
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green = 0.1;
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else if (c0.g < 0.20)
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green = 0.20;
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else if (c0.g < 0.40)
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green = 0.40;
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else if (c0.g < 0.60)
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green = 0.60;
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else if (c0.g < 0.80)
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green = 0.80;
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else
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green = 1.0;
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ocol0 = vec4(red, green, blue, c0.a);
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}
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@ -1,11 +1,14 @@
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//dummy shader:
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.r, c0.g, c0.b, c0.a);
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ocol0 = texture(samp9, uv0);
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}
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/*
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And now that's over with, the contents of this readme file!
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For best results, turn Wordwrap formatting on...
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@ -40,7 +40,9 @@ static GLuint s_texture;
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static GLuint s_vao;
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static GLuint s_vbo;
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static char* s_vertex_shader =
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static GLuint s_uniform_resolution;
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static char s_vertex_shader[] =
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"in vec2 rawpos;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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@ -113,6 +115,9 @@ void BlitToScreen()
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glBindVertexArray(s_vao);
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s_shader.Bind();
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glUniform2f(s_uniform_resolution, (float)s_width, (float)s_height);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, s_texture);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -168,6 +173,9 @@ void ApplyShader()
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return;
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}
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// read uniform locations
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s_uniform_resolution = glGetUniformLocation(s_shader.glprogid, "resolution");
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// successful
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s_enable = true;
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}
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