Fixes our post processing shaders so they work under OpenGL ES 3.0

Most of our shaders relied on implicit int->float conversions.
This fixes the assumption that this is allowed
This commit is contained in:
Ryan Houdek 2014-05-05 15:59:49 -05:00
parent 2f92b82b29
commit 34bc14e75d
21 changed files with 123 additions and 123 deletions

View File

@ -8,7 +8,7 @@ uniform vec4 resolution;
void main()
{
//Change this number to increase the pixel size.
float pixelSize = 3;
float pixelSize = 3.0;
float red = 0.0;
float green = 0.0;
@ -58,4 +58,4 @@ void main()
green = 1.0;
ocol0 = vec4(red, green, blue, c0.a);
}
}

View File

@ -8,7 +8,7 @@ uniform vec4 resolution;
void main()
{
//Change this number to increase the pixel size.
float pixelSize = 2;
float pixelSize = 2.0;
float red = 0.0;
float green = 0.0;
@ -83,4 +83,4 @@ void main()
green = 1.0;
ocol0 = vec4(red, green, blue, c0.a);
}
}

View File

@ -7,5 +7,5 @@ uniform vec4 resolution;
void main()
{
ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*8;
ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw)) * 8.0;
}

View File

@ -9,5 +9,5 @@ void main()
{
vec4 a = texture(samp9, uv0+resolution.zw);
vec4 b = texture(samp9, uv0-resolution.zw);
ocol0 = ( a*a*1.3 - b )*8;
ocol0 = ( a*a*1.3 - b ) * 8.0;
}

View File

@ -6,7 +6,7 @@ const int char_height = 13;
const int char_count = 95;
const int char_pixels = char_width*char_height;
const vec2 char_dim = vec2(char_width, char_height);
const vec2 font_scale = vec2(1.0/char_width/char_count, 1.0/char_height);
const vec2 font_scale = vec2(1.0/float(char_width)/float(char_count), 1.0/float(char_height));
out vec4 ocol0;
in vec2 uv0;
@ -18,7 +18,7 @@ void main()
vec2 char_pos = floor(uv0*resolution.xy/char_dim);
vec2 pixel_offset = floor(uv0*resolution.xy) - char_pos*char_dim;
float mindiff = char_width*char_height*100; // just a big number
float mindiff = float(char_width*char_height) * 100.0; // just a big number
float minc = 0.0;
vec4 mina = vec4(0.0, 0.0, 0.0, 0.0);
vec4 minb = vec4(0.0, 0.0, 0.0, 0.0);
@ -74,22 +74,22 @@ void main()
So, both equations must be zero at minimum and there is only one solution.
*/
vec4 a = (f*ft - ff*t + f*t - ft*char_pixels) / (f*f - ff*char_pixels);
vec4 b = (f*ft - ff*t) / (f*f - ff*char_pixels);
vec4 a = (f*ft - ff*t + f*t - ft*float(char_pixels)) / (f*f - ff*float(char_pixels));
vec4 b = (f*ft - ff*t) / (f*f - ff*float(char_pixels));
vec4 diff = a*a*ff + 2.0*a*b*f - 2.0*a*b*ff - 2.0*a*ft + b*b *(-2.0*f + ff + char_pixels) + 2.0*b*ft - 2.0*b*t + tt;
vec4 diff = a*a*ff + 2.0*a*b*f - 2.0*a*b*ff - 2.0*a*ft + b*b *(-2.0*f + ff + float(char_pixels)) + 2.0*b*ft - 2.0*b*t + tt;
float diff_f = dot(diff, vec4(1.0, 1.0, 1.0, 1.0));
if(diff_f < mindiff) {
mindiff = diff_f;
minc = i;
minc = float(i);
mina = a;
minb = b;
}
}
vec2 font_pos_res = vec2(minc*char_width, 0) + pixel_offset + 0.5;
vec2 font_pos_res = vec2(minc * float(char_width), 0.0) + pixel_offset + 0.5;
vec4 col = texture(samp8, font_pos_res * font_scale);
ocol0 = mina * col + minb * (vec4(1.0,1.0,1.0,1.0) - col);
}
}

View File

@ -18,7 +18,7 @@ void main()
float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2);
float4 color = texture(samp9, uv0).rgba;
float4 c0 = color - float4(edge, edge, edge, edge) * 12;
float4 c0 = color - float4(edge, edge, edge, edge) * 12.0;
@ -35,7 +35,7 @@ void main()
for(count = 1; count <= numColors ; count++){
colorN = count / numColors;
colorN = float(count / numColors);
if ( c0.r <= colorN && c0.r >= colorB && rr == false ){
if (count == 1){
@ -81,7 +81,7 @@ void main()
gg = true;
}
colorB = count / numColors;
colorB = float(count / numColors);
if(rr == true && bb == true && gg == true)
break;
}
@ -89,4 +89,4 @@ void main()
ocol0 = float4(red, green, blue, c0.a);
}
}

View File

@ -13,31 +13,31 @@ void main()
vec2 pos = uv0 + float2(0.3, 0.3) * resolution.zw;
float2 radius1 = 1.3 * resolution.zw;
bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius1);
bloom_sum += texture(samp9, pos + float2(-2.5, 0.0) * radius1);
bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius1);
bloom_sum += texture(samp9, pos + float2(0.0, 2.5) * radius1);
bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius1);
bloom_sum += texture(samp9, pos + float2(2.5, 0.0) * radius1);
bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius1);
bloom_sum += texture(samp9, pos + float2(0.0, -2.5) * radius1);
float2 radius2 = 4.6 * resolution.zw;
bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius2);
bloom_sum += texture(samp9, pos + float2(-2.5, 0.0) * radius2);
bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius2);
bloom_sum += texture(samp9, pos + float2(0.0, 2.5) * radius2);
bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius2);
bloom_sum += texture(samp9, pos + float2(2.5, 0.0) * radius2);
bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius2);
bloom_sum += texture(samp9, pos + float2(0.0, -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));
bloom_sum = max(bloom_sum, float4(0.0, 0.0, 0.0, 0.0));
float2 vpos = (uv0 - float2(.5, .5)) * 2;
float2 vpos = (uv0 - float2(0.5, 0.5)) * 2.0;
float dist = (dot(vpos, vpos));
dist = 1 - 0.4*dist;
dist = 1.0 - 0.4*dist;
ocol0 = (c_center * 0.7 + bloom_sum) * dist;
}

View File

@ -5,5 +5,5 @@ in vec2 uv0;
void main()
{
ocol0 = texture(samp9, uv0) * 3;
ocol0 = texture(samp9, uv0) * 3.0;
}

View File

@ -10,7 +10,7 @@ void main()
float green = 0.0;
if (c0.r < 0.35 || c0.b > 0.35)
green = c0.g + (c0.b / 2);
green = c0.g + (c0.b / 2.0);
else
red = c0.r + 0.4;
ocol0 = vec4(red, green, 0.0, 1.0);

View File

@ -8,34 +8,34 @@ uniform vec4 resolution;
void main()
{
float4 c0 = texture(samp9, uv0);
float4 c1 = texture(samp9, uv0 - float2(1, 0)*resolution.zw);
float4 c2 = texture(samp9, uv0 - float2(0, 1)*resolution.zw);
float4 c3 = texture(samp9, uv0 + float2(1, 0)*resolution.zw);
float4 c4 = texture(samp9, uv0 + float2(0, 1)*resolution.zw);
float4 c1 = texture(samp9, uv0 - float2(1.0, 0.0)*resolution.zw);
float4 c2 = texture(samp9, uv0 - float2(0.0, 1.0)*resolution.zw);
float4 c3 = texture(samp9, uv0 + float2(1.0, 0.0)*resolution.zw);
float4 c4 = texture(samp9, uv0 + float2(0.0, 1.0)*resolution.zw);
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;
float red2 = (c1.r + c2.r + c3.r + c4.r) / 4.0;
float blue2 = (c1.b + c2.b + c3.b + c4.b) / 4.0;
float green2 = (c1.g + c2.g + c3.g + c4.g) / 4.0;
if(red2 > 0.3)
red = c0.r + c0.r / 2 ;
red = c0.r + c0.r / 2.0;
else
red = c0.r - c0.r / 2 ;
red = c0.r - c0.r / 2.0;
if(green2 > 0.3)
green = c0.g+ c0.g / 2;
green = c0.g+ c0.g / 2.0;
else
green = c0.g - c0.g / 2;
green = c0.g - c0.g / 2.0;
if(blue2 > 0.3)
blue = c0.b+ c0.b / 2 ;
blue = c0.b+ c0.b / 2.0;
else
blue = c0.b - c0.b / 2 ;
blue = c0.b - c0.b / 2.0;
ocol0 = float4(red, green, blue, c0.a);
}
}

View File

@ -8,17 +8,17 @@ uniform vec4 resolution;
void main()
{
float4 c0 = texture(samp9, uv0).rgba;
float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw).rgba;
float4 c1 = texture(samp9, uv0 + float2(5.0,5.0)*resolution.zw).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 y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3.0;
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);
red = y2 + (1.0 - y);
green = y2 + (1.0 - y);
blue = y2 + (1.0 - y);
ocol0 = float4(red, green, blue, alpha);
}
}

View File

@ -15,22 +15,22 @@ void main()
if (c0.r > 0.0)
if (c0.g > c0.r)
green = (c0.g - (c0.g - c0.r)) / 3;
green = (c0.g - (c0.g - c0.r)) / 3.0;
if (c0.b > 0.0 && c0.r < 0.25)
{
red = c0.b;
green = c0.b / 3;
green = c0.b / 3.0;
}
if (c0.g > 0.0 && c0.r < 0.25)
{
red = c0.g;
green = c0.g / 3;
green = c0.g / 3.0;
}
if (((c0.r + c0.g + c0.b) / 3) > 0.9)
green = c0.r / 3;
if (((c0.r + c0.g + c0.b) / 3.0) > 0.9)
green = c0.r / 3.0;
ocol0 = vec4(red, green, blue, 1.0);
}

View File

@ -9,10 +9,10 @@ void main()
float red = 0.0;
float green = 0.0;
float blue = 0.0;
float avg = (c0.r + c0.g + c0.b) / 3;
float avg = (c0.r + c0.g + c0.b) / 3.0;
red = c0.r + (c0.g / 2) + (c0.b / 3);
green = c0.r / 3;
red = c0.r + (c0.g / 2.0) + (c0.b / 3.0);
green = c0.r / 3.0;
ocol0 = vec4(red, green, blue, 1.0);
}

View File

@ -8,19 +8,19 @@ uniform vec4 resolution;
void main()
{
//variables
int internalresolution = 1278;
float internalresolution = 1278.0;
float4 c0 = texture(samp9, uv0).rgba;
//blur
float4 blurtotal = float4(0, 0, 0, 0);
float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0);
float blursize = 1.5;
blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, 0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, 0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, 0.0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, 0.0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0.0, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0.0, blursize)*resolution.zw);
blurtotal *= 0.125;
c0 = blurtotal;
//greyscale
@ -30,27 +30,27 @@ void main()
// darken edges
float x = uv0.x * resolution.x;
float y = uv0.y * resolution.y;
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;
if (x > internalresolution/2.0) x = internalresolution-x;
if (y > internalresolution/2.0) y = internalresolution-y;
if (x > internalresolution/2.0*0.95) x = internalresolution/2.0*0.95;
if (y > internalresolution/2.0*0.95) y = internalresolution/2.0*0.95;
x = -x+641.0;
y = -y+641.0;
/*****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt=x/10;
float sqrt = x / 10.0;
while((sqrt*sqrt) < x) sqrt+=0.1;
x = sqrt;
sqrt=y/10;
sqrt = y / 10.0;
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;
x *= 2.0;
y *= 2.0;
grey -= x / 200.0;
grey -= y / 200.0;
// output
ocol0 = float4(0, grey, 0, 1.0);
}
ocol0 = float4(0.0, grey, 0.0, 1.0);
}

View File

@ -8,19 +8,19 @@ uniform vec4 resolution;
void main()
{
//variables
int internalresolution = 1278;
float internalresolution = 1278.0;
float4 c0 = texture(samp9, uv0).rgba;
//blur
float4 blurtotal = float4(0, 0, 0, 0);
float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0);
float blursize = 1.5;
blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, 0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, 0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, 0.0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, 0.0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0.0, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0.0, blursize)*resolution.zw);
blurtotal *= 0.125;
c0 = blurtotal;
//greyscale
@ -29,33 +29,33 @@ void main()
// 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.y*resolution.y / 9;
float lineIntensity = (((vPos - floor(vPos)) * 9) - 4) / 40;
float vPos = uv0.y*resolution.y / 9.0;
float lineIntensity = (((vPos - floor(vPos)) * 9.0) - 4.0) / 40.0;
grey = grey * 0.5 + 0.7 + lineIntensity;
// darken edges
float x = uv0.x * resolution.x;
float y = uv0.y * resolution.y;
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;
if (x > internalresolution/2.0) x = internalresolution-x;
if (y > internalresolution/2.0) y = internalresolution-y;
if (x > internalresolution/2.0*0.95) x = internalresolution/2.0*0.95;
if (y > internalresolution/2.0*0.95) y = internalresolution/2.0*0.95;
x = -x + 641.0;
y = -y + 641.0;
/*****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt=x/10;
float sqrt = x / 10.0;
while((sqrt*sqrt) < x) sqrt+=0.1;
x = sqrt;
sqrt=y/10;
sqrt = y / 10.0;
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;
x *= 2.0;
y *= 2.0;
grey -= x / 200.0;
grey -= y / 200.0;
// output
ocol0 = float4(0, grey, 0, 1.0);
}
ocol0 = float4(0.0, grey, 0.0, 1.0);
}

View File

@ -9,7 +9,7 @@ void main()
float red = c0.r;
float blue = c0.b;
float green = c0.g;
float factor = 2;
float factor = 2.0;
float max = 0.8;
float min = 0.3;

View File

@ -8,15 +8,15 @@ uniform vec4 resolution;
void main()
{
float4 c0 = texture(samp9, uv0).rgba;
float4 tmp = float4(0, 0, 0, 0);
tmp += c0 - texture(samp9, uv0 + float2(2, 2)*resolution.zw).rgba;
tmp += c0 - texture(samp9, uv0 - float2(2, 2)*resolution.zw).rgba;
tmp += c0 - texture(samp9, uv0 + float2(2, -2)*resolution.zw).rgba;
tmp += c0 - texture(samp9, uv0 - float2(2, -2)*resolution.zw).rgba;
float4 tmp = float4(0.0, 0.0, 0.0, 0.0);
tmp += c0 - texture(samp9, uv0 + float2(2.0, 2.0)*resolution.zw).rgba;
tmp += c0 - texture(samp9, uv0 - float2(2.0, 2.0)*resolution.zw).rgba;
tmp += c0 - texture(samp9, uv0 + float2(2.0, -2.0)*resolution.zw).rgba;
tmp += c0 - texture(samp9, uv0 - float2(2.0, -2.0)*resolution.zw).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.y*resolution.y < 163)
if (uv0.y*resolution.y < 163.0)
tmp = float4(1.0, 1.0, 1.0, 1.0);
c0 = c0+1-grey*7.0;
ocol0 = float4(c0.r, c0.g, c0.b, 1);
}
c0 = c0 + 1.0 - grey * 7.0;
ocol0 = float4(c0.r, c0.g, c0.b, 1.0);
}

View File

@ -11,22 +11,22 @@ uniform vec4 resolution;
void main()
{
float4 c0 = texture(samp9, uv0).rgba; // Source Color
float sep = 5;
float sep = 5.0;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
// Left Eye (Red)
float4 c1 = texture(samp9, uv0 + float2(sep,0)*resolution.zw).rgba;
float4 c1 = texture(samp9, uv0 + float2(sep,0.0)*resolution.zw).rgba;
red = max(c0.r, c1.r);
// Right Eye (Cyan)
float4 c2 = texture(samp9, uv0 + float2(-sep,0)*resolution.zw).rgba;
float cyan = (c2.g + c2.b) / 2;
float4 c2 = texture(samp9, uv0 + float2(-sep,0.0)*resolution.zw).rgba;
float cyan = (c2.g + c2.b) / 2.0;
green = max(c0.g, cyan);
blue = max(c0.b, cyan);
ocol0 = float4(red, green, blue, c0.a);
}
}

View File

@ -11,22 +11,22 @@ uniform vec4 resolution;
void main()
{
float4 c0 = texture(samp9, uv0).rgba; // Source Color
float sep = 5;
float sep = 5.0;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
// Left Eye (Amber)
float4 c2 = texture(samp9, uv0 + float2(sep,0)*resolution.zw).rgba;
float amber = (c2.r + c2.g) / 2;
float4 c2 = texture(samp9, uv0 + float2(sep,0.0)*resolution.zw).rgba;
float amber = (c2.r + c2.g) / 2.0;
red = max(c0.r, amber);
green = max(c0.g, amber);
// Right Eye (Blue)
float4 c1 = texture(samp9, uv0 + float2(-sep,0)*resolution.zw).rgba;
float4 c1 = texture(samp9, uv0 + float2(-sep,0.0)*resolution.zw).rgba;
blue = max(c0.b, c1.b);
ocol0 = float4(red, green, blue, c0.a);
}
}

View File

@ -6,5 +6,5 @@ in vec2 uv0;
void main()
{
vec4 c0 = texture(samp9, uv0);
ocol0 = vec4(c0.r * 1.5, c0.g * 1, c0.b * 0.5, c0.a);
ocol0 = vec4(c0.r * 1.5, c0.g, c0.b * 0.5, c0.a);
}

View File

@ -13,7 +13,7 @@ void main()
if (c0.r < 0.3 || c0.b > 0.5)
{
blue = c0.r + c0.b;
red = c0.g + c0.b / 2;
red = c0.g + c0.b / 2.0;
}
else
{