Added shaders from Data/User/Shaders of main repo.
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3fbb9d66e3
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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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float red = 0.0;
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float blue = 0.0;
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if (c0.r > 0.25 && c0.b > 0.25)
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{
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blue = c0.b;
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red = c0.r;
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}
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ocol0 = float4(red, c0.g, blue, 1.0);
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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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ocol0 = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*8;
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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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ocol0 = texRECT(samp0, uv0+1).rgba * 1.3 * abs(texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*8;
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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 to_gray = float4(0.3,0.59,0.11,0);
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float x1 = dot(to_gray, texRECT(samp0, uv0+float2(1,1)));
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float x0 = dot(to_gray, texRECT(samp0, uv0+float2(-1,-1)));
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float x3 = dot(to_gray, texRECT(samp0, uv0+float2(1,-1)));
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float x2 = dot(to_gray, texRECT(samp0, uv0+float2(-1,1)));
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float edge = (x1 - x0) * (x1 - x0);
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float edge2 = (x3 - x2) * (x3 - x2);
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edge += edge2;
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float4 color = texRECT(samp0, uv0).rgba;
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ocol0 = max(color - float4(edge, edge, edge, edge) * 12, float4(0,0,0,0));
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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, in float2 uv1 : TEXCOORD1)
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{
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float4 c_center = texRECT(samp0, uv0.xy).rgba;
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float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
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uv0 += float2(0.3, 0.3);
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float radius1 = 1.3;
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bloom_sum += texRECT(samp0, uv0 + float2(-1.5, -1.5) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(-2.5, 0) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(-1.5, 1.5) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(0, 2.5) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(1.5, 1.5) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(2.5, 0) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(1.5, -1.5) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(0, -2.5) * radius1);
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float radius2 = 4.6;
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bloom_sum += texRECT(samp0, uv0 + float2(-1.5, -1.5) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(-2.5, 0) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(-1.5, 1.5) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(0, 2.5) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(1.5, 1.5) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(2.5, 0) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(1.5, -1.5) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(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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float2 vpos = (uv1 - float2(.5, .5)) * 2;
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float dist = (dot(vpos, vpos));
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dist = 1 - 0.4*dist;
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ocol0 = (c_center * 0.7 + bloom_sum) * dist;
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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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float red = 0.0;
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float green = 0.0;
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if (c0.r < 0.50 || c0.b > 0.5)
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{
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green = c0.g + (c0.b / 2);
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}
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else
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{
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red = c0.r + (c0.b / 2);
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}
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ocol0 = float4(red, green, 0.0, 1.0);
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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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ocol0 = float4(c0.g, c0.b,c0.r, 1.0);
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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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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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if (c0.r < 0.50 || c0.b > 0.5)
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{
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blue = c0.r + (c0.b / 2);
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red = c0.g + (c0.b / 2);
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}
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else
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{
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blue = c0.r + (c0.b / 2);
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green = c0.r + (c0.b / 2);
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}
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ocol0 = float4(red, green, blue, 1.0);
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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(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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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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red = c0.r;
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if (c0.r > 0.0)
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{
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if (c0.g > c0.r)
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{
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green = (c0.g - (c0.g - c0.r)) / 3;
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}
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}
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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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}
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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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}
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if (((c0.r + c0.g + c0.b) / 3) > 0.9)
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{
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green = c0.r / 3;
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}
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ocol0 = float4(red, green, blue, 1.0);
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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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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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red = c0.r + (c0.g / 2) + (c0.b / 3);
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green = c0.r / 3;
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ocol0 = float4(red, green, blue, 1.0);
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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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float avg = (c0.r + c0.g + c0.b) / 3.0;
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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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// 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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ocol0 = float4(1.0, 1.0, 1.0, 1.0) - c0;
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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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ocol0 = float4(0.0, 0.0, 0.7, 1.0) - c0;
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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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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 emboss = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*2.0f;
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emboss -= (texRECT(samp0, uv0+float2(1,-1)).rgba - texRECT(samp0, uv0+float2(-1,1)).rgba);
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float4 color = texRECT(samp0, uv0).rgba;
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if (color.r > 0.8 && color.b + color.b < 0.2)
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ocol0 = float4(1,0,0,0);
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else {
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color += emboss;
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if (dot(color.rgb, float3(0.3, 0.5, 0.2)) > 0.5)
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ocol0 = float4(1,1,1,1);
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else
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ocol0 = float4(0,0,0,0);
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}
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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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float green = c0.g;
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if (c0.g < 0.50)
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{
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green = c0.r + c0.b;
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}
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ocol0 = float4(0.0, green, 0.0, 1.0);
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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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//variables
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int internalresolution = 1282; //for 800x600; should be changed for other settings.
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float4 c0 = texRECT(samp0, uv0).rgba;
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//blur
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float4 blurtotal = float4(0, 0, 0, 0);
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float blursize = 1.5;
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blurtotal += texRECT(samp0, uv0 + float2(-blursize, -blursize));
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blurtotal += texRECT(samp0, uv0 + float2(-blursize, blursize));
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blurtotal += texRECT(samp0, uv0 + float2( blursize, -blursize));
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blurtotal += texRECT(samp0, uv0 + float2( blursize, blursize));
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blurtotal += texRECT(samp0, uv0 + float2(-blursize, 0));
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blurtotal += texRECT(samp0, uv0 + float2( blursize, 0));
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blurtotal += texRECT(samp0, uv0 + float2( 0, -blursize));
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blurtotal += texRECT(samp0, uv0 + float2( 0, blursize));
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blurtotal *= 0.125;
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c0 = blurtotal;
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//greyscale
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float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
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// brighten
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grey = grey * 0.5 + 0.7;
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// darken edges
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float x = uv0[0];
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float y = uv0[1];
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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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/*****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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while((sqrt*sqrt) < x) sqrt+=0.1;
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x = sqrt;
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sqrt=y/10;
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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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// output
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ocol0 = float4(0, grey, 0, 1.0);
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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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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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if (c0.r > 0.25)
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{
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red = c0.r;
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}
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if (c0.g > 0.25)
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{
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green = c0.g;
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}
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if (c0.b > 0.25)
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{
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blue = c0.b;
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}
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ocol0 = float4(red, green, blue, 1.0);
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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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float red = 0.0;
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float blue = 0.0;
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if (c0.r < 0.50 || c0.b > 0.5)
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{
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red = c0.g + (c0.b / 2);
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}
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else
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{
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red = c0.g + (c0.b / 2);
|
||||
blue = c0.r + (c0.b / 2);
|
||||
}
|
||||
|
||||
ocol0 = float4(red, 0.0, blue, 1.0);
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
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)
|
||||
{
|
||||
red = c0.g + (c0.b / 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
red = c0.g + (c0.b / 2);
|
||||
blue = c0.r + (c0.b / 2);
|
||||
green = c0.r + (c0.b / 2);
|
||||
}
|
||||
|
||||
ocol0 = float4(red, green, blue, 1.0);
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
// 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;
|
||||
|
||||
|
||||
// Red 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);
|
||||
}
|
|
@ -0,0 +1,26 @@
|
|||
// 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);
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
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);
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
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 + (c0.b / 2);
|
||||
red = c0.g + (c0.b / 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
red = c0.g + (c0.b / 2);
|
||||
green = c0.r + (c0.b / 2);
|
||||
}
|
||||
|
||||
ocol0 = float4(red, green, blue, 1.0);
|
||||
}
|
Loading…
Reference in New Issue