some more shaders...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3453 8ced0084-cf51-0410-be5f-012b33b47a6e
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float4 c1 = texRECT(samp0, uv0 + float2(5,5)).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 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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ocol0 = float4(red, green, blue, alpha);
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}
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float4 c1 = texRECT(samp0, uv0 + float2(1,1)).rgba;
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float4 c2 = texRECT(samp0, uv0 + float2(-1,-1)).rgba;
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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 = c0.r - c1.b;
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blue = c0.b - c2.r + (c0.g - c0.r);
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ocol0 = float4(red, 0.0, blue, alpha);
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}
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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// Info: http://www.oreillynet.com/cs/user/view/cs_msg/8691
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float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
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ocol0 = float4(avg, avg, avg, c0.a);
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}
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float4 c1 = texRECT(samp0, uv0 + float2(3,3)).rgba;
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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 = c0.r - c1.r;
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green = c0.g - c1.g;
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blue = c0.b - c1.b;
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ocol0 = float4(red, green, blue, alpha);
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}
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@ -5,19 +5,20 @@ uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float sep = 5;
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float4 c0 = texRECT(samp0, uv0).rgba; // Source Color
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float sep = 5;
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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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// Red Eye (Red)
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float4 c1 = texRECT(samp0, uv0 + float2(sep,0)).rgba;
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red = max(c0.r, c1.r);
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// Right Eye (Cyan)
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float4 c2 = texRECT(samp0, uv0 + float2(-sep,0)).rgba;
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float cyan = (c2.r + c2.g + c2.b) / 3;
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float cyan = (c2.g + c2.b) / 2;
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green = max(c0.g, cyan);
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blue = max(c0.b, cyan);
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