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:
parent
2f92b82b29
commit
34bc14e75d
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@ -8,7 +8,7 @@ uniform vec4 resolution;
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void main()
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{
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//Change this number to increase the pixel size.
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float pixelSize = 3;
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float pixelSize = 3.0;
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float red = 0.0;
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float green = 0.0;
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@ -58,4 +58,4 @@ void main()
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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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}
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@ -8,7 +8,7 @@ uniform vec4 resolution;
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void main()
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{
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//Change this number to increase the pixel size.
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float pixelSize = 2;
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float pixelSize = 2.0;
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float red = 0.0;
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float green = 0.0;
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@ -83,4 +83,4 @@ void main()
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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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}
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@ -7,5 +7,5 @@ uniform vec4 resolution;
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void main()
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{
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ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*8;
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ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw)) * 8.0;
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}
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@ -9,5 +9,5 @@ void main()
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{
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vec4 a = texture(samp9, uv0+resolution.zw);
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vec4 b = texture(samp9, uv0-resolution.zw);
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ocol0 = ( a*a*1.3 - b )*8;
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ocol0 = ( a*a*1.3 - b ) * 8.0;
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}
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@ -6,7 +6,7 @@ const int char_height = 13;
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const int char_count = 95;
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const int char_pixels = char_width*char_height;
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const vec2 char_dim = vec2(char_width, char_height);
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const vec2 font_scale = vec2(1.0/char_width/char_count, 1.0/char_height);
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const vec2 font_scale = vec2(1.0/float(char_width)/float(char_count), 1.0/float(char_height));
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out vec4 ocol0;
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in vec2 uv0;
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@ -18,7 +18,7 @@ void main()
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vec2 char_pos = floor(uv0*resolution.xy/char_dim);
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vec2 pixel_offset = floor(uv0*resolution.xy) - char_pos*char_dim;
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float mindiff = char_width*char_height*100; // just a big number
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float mindiff = float(char_width*char_height) * 100.0; // just a big number
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float minc = 0.0;
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vec4 mina = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 minb = vec4(0.0, 0.0, 0.0, 0.0);
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@ -74,22 +74,22 @@ void main()
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So, both equations must be zero at minimum and there is only one solution.
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*/
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vec4 a = (f*ft - ff*t + f*t - ft*char_pixels) / (f*f - ff*char_pixels);
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vec4 b = (f*ft - ff*t) / (f*f - ff*char_pixels);
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vec4 a = (f*ft - ff*t + f*t - ft*float(char_pixels)) / (f*f - ff*float(char_pixels));
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vec4 b = (f*ft - ff*t) / (f*f - ff*float(char_pixels));
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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;
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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;
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float diff_f = dot(diff, vec4(1.0, 1.0, 1.0, 1.0));
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if(diff_f < mindiff) {
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mindiff = diff_f;
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minc = i;
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minc = float(i);
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mina = a;
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minb = b;
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}
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}
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vec2 font_pos_res = vec2(minc*char_width, 0) + pixel_offset + 0.5;
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vec2 font_pos_res = vec2(minc * float(char_width), 0.0) + pixel_offset + 0.5;
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vec4 col = texture(samp8, font_pos_res * font_scale);
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ocol0 = mina * col + minb * (vec4(1.0,1.0,1.0,1.0) - col);
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}
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}
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@ -18,7 +18,7 @@ void main()
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float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2);
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float4 color = texture(samp9, uv0).rgba;
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float4 c0 = color - float4(edge, edge, edge, edge) * 12;
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float4 c0 = color - float4(edge, edge, edge, edge) * 12.0;
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@ -35,7 +35,7 @@ void main()
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for(count = 1; count <= numColors ; count++){
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colorN = count / numColors;
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colorN = float(count / numColors);
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if ( c0.r <= colorN && c0.r >= colorB && rr == false ){
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if (count == 1){
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@ -81,7 +81,7 @@ void main()
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gg = true;
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}
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colorB = count / numColors;
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colorB = float(count / numColors);
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if(rr == true && bb == true && gg == true)
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break;
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}
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@ -89,4 +89,4 @@ void main()
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ocol0 = float4(red, green, blue, c0.a);
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}
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}
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@ -13,31 +13,31 @@ void main()
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vec2 pos = uv0 + float2(0.3, 0.3) * resolution.zw;
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float2 radius1 = 1.3 * resolution.zw;
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bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius1);
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bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius1);
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bloom_sum += texture(samp9, pos + float2(-2.5, 0.0) * radius1);
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bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius1);
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bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius1);
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bloom_sum += texture(samp9, pos + float2(0.0, 2.5) * radius1);
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bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius1);
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bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius1);
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bloom_sum += texture(samp9, pos + float2(2.5, 0.0) * radius1);
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bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius1);
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bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius1);
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bloom_sum += texture(samp9, pos + float2(0.0, -2.5) * radius1);
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float2 radius2 = 4.6 * resolution.zw;
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bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius2);
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bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius2);
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bloom_sum += texture(samp9, pos + float2(-2.5, 0.0) * radius2);
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bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius2);
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bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius2);
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bloom_sum += texture(samp9, pos + float2(0.0, 2.5) * radius2);
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bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius2);
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bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius2);
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bloom_sum += texture(samp9, pos + float2(2.5, 0.0) * radius2);
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bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius2);
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bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius2);
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bloom_sum += texture(samp9, pos + float2(0.0, -2.5) * radius2);
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bloom_sum *= 0.07;
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bloom_sum -= float4(0.3, 0.3, 0.3, 0.3);
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bloom_sum = max(bloom_sum, float4(0,0,0,0));
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bloom_sum = max(bloom_sum, float4(0.0, 0.0, 0.0, 0.0));
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float2 vpos = (uv0 - float2(.5, .5)) * 2;
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float2 vpos = (uv0 - float2(0.5, 0.5)) * 2.0;
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float dist = (dot(vpos, vpos));
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dist = 1 - 0.4*dist;
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dist = 1.0 - 0.4*dist;
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ocol0 = (c_center * 0.7 + bloom_sum) * dist;
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}
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@ -5,5 +5,5 @@ in vec2 uv0;
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void main()
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{
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ocol0 = texture(samp9, uv0) * 3;
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ocol0 = texture(samp9, uv0) * 3.0;
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}
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@ -10,7 +10,7 @@ void main()
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float green = 0.0;
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if (c0.r < 0.35 || c0.b > 0.35)
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green = c0.g + (c0.b / 2);
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green = c0.g + (c0.b / 2.0);
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else
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red = c0.r + 0.4;
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ocol0 = vec4(red, green, 0.0, 1.0);
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@ -8,34 +8,34 @@ uniform vec4 resolution;
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void main()
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{
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float4 c0 = texture(samp9, uv0);
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float4 c1 = texture(samp9, uv0 - float2(1, 0)*resolution.zw);
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float4 c2 = texture(samp9, uv0 - float2(0, 1)*resolution.zw);
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float4 c3 = texture(samp9, uv0 + float2(1, 0)*resolution.zw);
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float4 c4 = texture(samp9, uv0 + float2(0, 1)*resolution.zw);
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float4 c1 = texture(samp9, uv0 - float2(1.0, 0.0)*resolution.zw);
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float4 c2 = texture(samp9, uv0 - float2(0.0, 1.0)*resolution.zw);
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float4 c3 = texture(samp9, uv0 + float2(1.0, 0.0)*resolution.zw);
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float4 c4 = texture(samp9, uv0 + float2(0.0, 1.0)*resolution.zw);
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float red = c0.r;
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float blue = c0.b;
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float green = c0.g;
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float red2 = (c1.r + c2.r + c3.r + c4.r) / 4;
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float blue2 = (c1.b + c2.b + c3.b + c4.b) / 4;
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float green2 = (c1.g + c2.g + c3.g + c4.g) / 4;
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float red2 = (c1.r + c2.r + c3.r + c4.r) / 4.0;
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float blue2 = (c1.b + c2.b + c3.b + c4.b) / 4.0;
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float green2 = (c1.g + c2.g + c3.g + c4.g) / 4.0;
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if(red2 > 0.3)
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red = c0.r + c0.r / 2 ;
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red = c0.r + c0.r / 2.0;
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else
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red = c0.r - c0.r / 2 ;
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red = c0.r - c0.r / 2.0;
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if(green2 > 0.3)
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green = c0.g+ c0.g / 2;
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green = c0.g+ c0.g / 2.0;
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else
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green = c0.g - c0.g / 2;
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green = c0.g - c0.g / 2.0;
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if(blue2 > 0.3)
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blue = c0.b+ c0.b / 2 ;
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blue = c0.b+ c0.b / 2.0;
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else
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blue = c0.b - c0.b / 2 ;
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blue = c0.b - c0.b / 2.0;
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ocol0 = float4(red, green, blue, c0.a);
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}
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}
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@ -8,17 +8,17 @@ uniform vec4 resolution;
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void main()
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{
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float4 c0 = texture(samp9, uv0).rgba;
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float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw).rgba;
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float4 c1 = texture(samp9, uv0 + float2(5.0,5.0)*resolution.zw).rgba;
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float y = (0.222 * c1.r) + (0.707 * c1.g) + (0.071 * c1.b);
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float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3;
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float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3.0;
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float red = c0.r;
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float green = c0.g;
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float blue = c0.b;
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float alpha = c0.a;
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red = y2 + (1 - y);
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green = y2 + (1 - y);
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blue = y2 + (1 - y);
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red = y2 + (1.0 - y);
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green = y2 + (1.0 - y);
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blue = y2 + (1.0 - y);
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ocol0 = float4(red, green, blue, alpha);
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}
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}
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@ -15,22 +15,22 @@ void main()
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if (c0.r > 0.0)
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if (c0.g > c0.r)
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green = (c0.g - (c0.g - c0.r)) / 3;
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green = (c0.g - (c0.g - c0.r)) / 3.0;
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if (c0.b > 0.0 && c0.r < 0.25)
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{
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red = c0.b;
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green = c0.b / 3;
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green = c0.b / 3.0;
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}
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if (c0.g > 0.0 && c0.r < 0.25)
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{
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red = c0.g;
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green = c0.g / 3;
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green = c0.g / 3.0;
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}
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if (((c0.r + c0.g + c0.b) / 3) > 0.9)
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green = c0.r / 3;
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if (((c0.r + c0.g + c0.b) / 3.0) > 0.9)
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green = c0.r / 3.0;
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ocol0 = vec4(red, green, blue, 1.0);
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}
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@ -9,10 +9,10 @@ void main()
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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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float avg = (c0.r + c0.g + c0.b) / 3;
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float avg = (c0.r + c0.g + c0.b) / 3.0;
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red = c0.r + (c0.g / 2) + (c0.b / 3);
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green = c0.r / 3;
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red = c0.r + (c0.g / 2.0) + (c0.b / 3.0);
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green = c0.r / 3.0;
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ocol0 = vec4(red, green, blue, 1.0);
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}
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@ -8,19 +8,19 @@ uniform vec4 resolution;
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void main()
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{
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//variables
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int internalresolution = 1278;
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float internalresolution = 1278.0;
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float4 c0 = texture(samp9, uv0).rgba;
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//blur
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float4 blurtotal = float4(0, 0, 0, 0);
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float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0);
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float blursize = 1.5;
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blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2(-blursize, 0)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, 0)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( 0, -blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( 0, blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2(-blursize, 0.0)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, 0.0)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( 0.0, -blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( 0.0, blursize)*resolution.zw);
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blurtotal *= 0.125;
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c0 = blurtotal;
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//greyscale
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@ -30,27 +30,27 @@ void main()
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// darken edges
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float x = uv0.x * resolution.x;
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float y = uv0.y * resolution.y;
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if (x > internalresolution/2) x = internalresolution-x;
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if (y > internalresolution/2) y = internalresolution-y;
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if (x > internalresolution/2*0.95) x = internalresolution/2*0.95;
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if (y > internalresolution/2*0.95) y = internalresolution/2*0.95;
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x = -x+641;
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y = -y+641;
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if (x > internalresolution/2.0) x = internalresolution-x;
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if (y > internalresolution/2.0) y = internalresolution-y;
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if (x > internalresolution/2.0*0.95) x = internalresolution/2.0*0.95;
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if (y > internalresolution/2.0*0.95) y = internalresolution/2.0*0.95;
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x = -x+641.0;
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y = -y+641.0;
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/*****inline square root routines*****/
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// bit of a performance bottleneck.
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// neccessary to make the darkened area rounded
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// instead of rhombus-shaped.
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float sqrt=x/10;
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float sqrt = x / 10.0;
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while((sqrt*sqrt) < x) sqrt+=0.1;
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x = sqrt;
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sqrt=y/10;
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sqrt = y / 10.0;
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while((sqrt*sqrt) < y) sqrt+=0.1;
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y = sqrt;
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/*****end of inline square root routines*****/
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x *= 2;
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y *= 2;
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grey -= x/200;
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grey -= y/200;
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x *= 2.0;
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y *= 2.0;
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grey -= x / 200.0;
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grey -= y / 200.0;
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// output
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ocol0 = float4(0, grey, 0, 1.0);
|
||||
}
|
||||
ocol0 = float4(0.0, grey, 0.0, 1.0);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue