Merge pull request #386 from myownfriend/master
Fixed formatting of post-processing shaders so they better match Dolphin's coding style
This commit is contained in:
commit
7a7aa8c5a3
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@ -1,18 +1,16 @@
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/*
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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// DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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// Version 2, December 2004
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Copyright (C) 2013 mudlord
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// Copyright (C) 2013 mudlord
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Everyone is permitted to copy and distribute verbatim or modified
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copies of this license document, and changing it is allowed as long
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as the name is changed.
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// Everyone is permitted to copy and distribute verbatim or modified
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// copies of this license document, and changing it is allowed as long
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// as the name is changed.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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// DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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// TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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*/
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// 0. You just DO WHAT THE FUCK YOU WANT TO.
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uniform sampler2D samp9;
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@ -1,4 +1,5 @@
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uniform sampler2D samp8; // textures
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// textures
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uniform sampler2D samp8;
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uniform sampler2D samp9;
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const int char_width = 8;
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@ -18,21 +19,25 @@ 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 = float(char_width*char_height) * 100.0; // just a big number
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// just a big number
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float mindiff = float(char_width*char_height) * 100.0;
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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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for(int i=0; i<char_count; i++) {
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for (int i=0; i<char_count; i++)
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{
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vec4 ff = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 f = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 ft = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 t = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 tt = vec4(0.0, 0.0, 0.0, 0.0);
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for(int x=0; x<char_width; x++) {
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for(int y=0; y<char_height; y++) {
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for (int x=0; x<char_width; x++)
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{
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for (int y=0; y<char_height; y++)
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{
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vec2 tex_pos = char_pos*char_dim + vec2(x,y) + 0.5;
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vec4 tex = texture(samp9, tex_pos * resolution.zw);
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@ -48,39 +53,39 @@ void main()
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}
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}
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/*
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The next lines are a bit harder, hf :-)
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// The next lines are a bit harder, hf :-)
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The idea is to find the perfect char with the perfect background color and the perfect font color.
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As this is an equation with three unknowns, we can't just try all chars and color combinations.
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// The idea is to find the perfect char with the perfect background color and the perfect font color.
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// As this is an equation with three unknowns, we can't just try all chars and color combinations.
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As criterion how "perfect" the selection is, we compare the "mean squared error" of the resulted colors of all chars.
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So, now the big issue: how to calculate the MSE without knowing the two colors ...
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// As criterion how "perfect" the selection is, we compare the "mean squared error" of the resulted colors of all chars.
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// So, now the big issue: how to calculate the MSE without knowing the two colors ...
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In the next steps, "a" is the font color, "b" is the background color, "f" is the font value at this pixel, "t" is the texture value
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// In the next steps, "a" is the font color, "b" is the background color, "f" is the font value at this pixel, "t" is the texture value
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So the square error of one pixel is:
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e = ( t - a⋅f - b⋅(1-f) ) ^ 2
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// So the square error of one pixel is:
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// e = ( t - a⋅f - b⋅(1-f) ) ^ 2
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In longer:
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e = a^2⋅f^2 - 2⋅a⋅b⋅f^2 + 2⋅a⋅b⋅f - 2⋅a⋅f⋅t + b^2⋅f^2 - 2⋅b^2⋅f + b^2 + 2⋅b⋅f⋅t - 2⋅b⋅t + t^2
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// In longer:
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// e = a^2⋅f^2 - 2⋅a⋅b⋅f^2 + 2⋅a⋅b⋅f - 2⋅a⋅f⋅t + b^2⋅f^2 - 2⋅b^2⋅f + b^2 + 2⋅b⋅f⋅t - 2⋅b⋅t + t^2
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The sum of all errors is: (as shortcut, ff,f,ft,t,tt are now the sums like declared above, sum(1) is the count of pixels)
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sum(e) = a^2⋅ff - 2⋅a^2⋅ff + 2⋅a⋅b⋅f - 2⋅a⋅ft + b^2⋅ff - 2⋅b^2⋅f + b^2⋅sum(1) + 2⋅b⋅ft - 2⋅b⋅t + tt
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// The sum of all errors is: (as shortcut, ff,f,ft,t,tt are now the sums like declared above, sum(1) is the count of pixels)
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// sum(e) = a^2⋅ff - 2⋅a^2⋅ff + 2⋅a⋅b⋅f - 2⋅a⋅ft + b^2⋅ff - 2⋅b^2⋅f + b^2⋅sum(1) + 2⋅b⋅ft - 2⋅b⋅t + tt
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To find the minimum, we have to derive this by "a" and "b":
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d/da sum(e) = 2⋅a⋅ff + 2⋅b⋅f - 2⋅b⋅ff - 2⋅ft
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d/db sum(e) = 2⋅a⋅f - 2⋅a⋅ff - 4⋅b⋅f + 2⋅b⋅ff + 2⋅b⋅sum(1) + 2⋅ft - 2⋅t
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// To find the minimum, we have to derive this by "a" and "b":
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// d/da sum(e) = 2⋅a⋅ff + 2⋅b⋅f - 2⋅b⋅ff - 2⋅ft
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// d/db sum(e) = 2⋅a⋅f - 2⋅a⋅ff - 4⋅b⋅f + 2⋅b⋅ff + 2⋅b⋅sum(1) + 2⋅ft - 2⋅t
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// So, both equations must be zero at minimum and there is only one solution.
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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*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 + 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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if (diff_f < mindiff)
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{
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mindiff = diff_f;
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minc = float(i);
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mina = a;
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@ -7,6 +7,7 @@ uniform vec4 resolution;
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void main()
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{
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//Changethis to increase the number of colors.
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int numColors =8;
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@ -20,8 +21,6 @@ void main()
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float4 c0 = color - float4(edge, edge, edge, edge) * 12.0;
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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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@ -33,12 +32,14 @@ void main()
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float colorN = 0.0;
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float colorB = 0.0;
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for(count = 1; count <= numColors ; count++){
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for (count = 1; count <= numColors; count++)
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{
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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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if ( c0.r <= colorN && c0.r >= colorB && rr == false )
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{
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if (count == 1)
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{
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if (colorN >= 0.1)
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red = 0.01;
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else
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@ -52,8 +53,10 @@ void main()
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rr = true;
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}
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if (c0.b <= colorN && c0.b >= colorB && bb == false){
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if (count == 1){
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if (c0.b <= colorN && c0.b >= colorB && bb == false)
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{
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if (count == 1)
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{
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if (colorN >= 0.1)
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blue = 0.01;
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else
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@ -67,8 +70,10 @@ void main()
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bb = true;
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}
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if (c0.g <= colorN && c0.g >= colorB && gg == false){
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if (count == 1){
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if (c0.g <= colorN && c0.g >= colorB && gg == false)
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{
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if (count == 1)
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{
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if (colorN >= 0.1)
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green = 0.01;
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else
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@ -82,11 +87,10 @@ void main()
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}
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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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ocol0 = float4(red, green, blue, c0.a);
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}
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@ -13,5 +13,6 @@ void main()
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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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}
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@ -20,5 +20,6 @@ void main()
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blue = c0.r;
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green = c0.r;
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}
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ocol0 = vec4(red, green, blue, 1.0);
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}
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@ -31,7 +31,6 @@ void main()
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else
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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 / 2.0;
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else
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@ -12,9 +12,7 @@ void main()
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red = c0.r;
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if (c0.r > 0.0)
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if (c0.g > c0.r)
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if (c0.r > 0.0 && c0.g > c0.r)
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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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@ -10,9 +10,13 @@ void main()
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float4 emboss = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*2.0;
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emboss -= (texture(samp9, uv0+float2(1,-1)*resolution.zw).rgba - texture(samp9, uv0+float2(-1,1)*resolution.zw).rgba);
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float4 color = texture(samp9, uv0).rgba;
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if (color.r > 0.8 && color.b + color.b < 0.2)
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{
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ocol0 = float4(1,0,0,0);
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else {
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}
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else
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{
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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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@ -9,9 +9,7 @@ void main()
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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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@ -10,6 +10,7 @@ void main()
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//variables
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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, 0.0, 0.0);
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float blursize = 1.5;
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@ -23,34 +24,46 @@ void main()
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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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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.x * resolution.x;
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float y = uv0.y * resolution.y;
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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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if (x > internalresolution/2.0)
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x = internalresolution-x;
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if (y > internalresolution/2.0)
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y = internalresolution-y;
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if (x > internalresolution/2.0*0.95)
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x = internalresolution/2.0*0.95;
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if (y > internalresolution/2.0*0.95)
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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 / 10.0;
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while((sqrt*sqrt) < x) sqrt+=0.1;
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while ((sqrt*sqrt) < x)
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sqrt+=0.1;
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x = sqrt;
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sqrt = y / 10.0;
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while((sqrt*sqrt) < y) sqrt+=0.1;
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while ((sqrt*sqrt) < y)
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sqrt+=0.1;
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y = sqrt;
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/*****end of inline square root routines*****/
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x *= 2.0;
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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(0.0, grey, 0.0, 1.0);
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}
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@ -10,6 +10,7 @@ void main()
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//variables
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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, 0.0, 0.0);
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float blursize = 1.5;
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@ -23,8 +24,10 @@ void main()
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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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float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
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// brighten and apply horizontal scanlines
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// This would have been much simpler if I could get the stupid modulo (%) to work
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// If anyone who is more well versed in Cg knows how to do this it'd be slightly more efficient
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@ -32,30 +35,44 @@ void main()
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float vPos = uv0.y*resolution.y / 9.0;
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float lineIntensity = (((vPos - floor(vPos)) * 9.0) - 4.0) / 40.0;
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grey = grey * 0.5 + 0.7 + lineIntensity;
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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/2.0) 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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if (x > internalresolution/2.0)
|
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x = internalresolution-x;
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if (y > internalresolution/2.0)
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y = internalresolution-y;
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||||
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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)
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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*****/
|
||||
|
||||
//****inline square root routines*****/
|
||||
// bit of a performance bottleneck.
|
||||
// neccessary to make the darkened area rounded
|
||||
// instead of rhombus-shaped.
|
||||
float sqrt = x / 10.0;
|
||||
while((sqrt*sqrt) < x) sqrt+=0.1;
|
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while ((sqrt*sqrt) < x)
|
||||
sqrt+=0.1;
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x = sqrt;
|
||||
sqrt = y / 10.0;
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while((sqrt*sqrt) < y) sqrt+=0.1;
|
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while ((sqrt*sqrt) < y)
|
||||
sqrt+=0.1;
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y = sqrt;
|
||||
/*****end of inline square root routines*****/
|
||||
|
||||
x *= 2.0;
|
||||
y *= 2.0;
|
||||
grey -= x / 200.0;
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grey -= y / 200.0;
|
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|
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// output
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||||
ocol0 = float4(0.0, grey, 0.0, 1.0);
|
||||
}
|
||||
|
|
|
@ -11,19 +11,13 @@ void main()
|
|||
float blue = 0.0;
|
||||
|
||||
if (c0.r > 0.25)
|
||||
{
|
||||
red = c0.r;
|
||||
}
|
||||
|
||||
if (c0.g > 0.25)
|
||||
{
|
||||
green = c0.g;
|
||||
}
|
||||
|
||||
if (c0.b > 0.25)
|
||||
{
|
||||
blue = c0.b;
|
||||
}
|
||||
|
||||
ocol0 = float4(red, green, blue, 1.0);
|
||||
}
|
|
@ -8,11 +8,11 @@ float bound(float color)
|
|||
if (color < 0.35)
|
||||
{
|
||||
if (color < 0.25)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
|
||||
return 0.5;
|
||||
}
|
||||
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
|
@ -21,4 +21,3 @@ void main()
|
|||
float4 c0 = texture(samp9, uv0);
|
||||
ocol0 = float4(bound(c0.r), bound(c0.g), bound(c0.b), c0.a);
|
||||
}
|
||||
|
||||
|
|
|
@ -13,54 +13,66 @@ void main()
|
|||
float max = 0.8;
|
||||
float min = 0.3;
|
||||
|
||||
if(c0.r > c0.g && c0.b > c0.g){
|
||||
if(c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05){
|
||||
if (c0.r > c0.g && c0.b > c0.g)
|
||||
{
|
||||
if (c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05)
|
||||
{
|
||||
red = 0.7;
|
||||
blue = 0.7;
|
||||
green = 0.05;
|
||||
}
|
||||
else if(c0.r > c0.b + 0.05){
|
||||
else if (c0.r > c0.b + 0.05)
|
||||
{
|
||||
red = 0.7;
|
||||
blue = 0.05;
|
||||
green = 0.05;
|
||||
}
|
||||
else if (c0.b > c0.r + 0.05){
|
||||
else if (c0.b > c0.r + 0.05)
|
||||
{
|
||||
red = 0.05;
|
||||
blue = 0.7;
|
||||
green = 0.05;
|
||||
}
|
||||
}
|
||||
|
||||
if(c0.r > c0.b && c0.g > c0.b){
|
||||
if(c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05){
|
||||
if (c0.r > c0.b && c0.g > c0.b)
|
||||
{
|
||||
if (c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05)
|
||||
{
|
||||
red = 0.7;
|
||||
blue = 0.05;
|
||||
green = 0.7;
|
||||
}
|
||||
else if(c0.r > c0.g + 0.05){
|
||||
else if (c0.r > c0.g + 0.05)
|
||||
{
|
||||
red = 0.7;
|
||||
blue = 0.05;
|
||||
green = 0.05;
|
||||
}
|
||||
else if (c0.g > c0.r + 0.05){
|
||||
else if (c0.g > c0.r + 0.05)
|
||||
{
|
||||
red = 0.05;
|
||||
blue = 0.05;
|
||||
green = 0.7;
|
||||
}
|
||||
}
|
||||
|
||||
if(c0.g > c0.r && c0.b > c0.r){
|
||||
if(c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05){
|
||||
if (c0.g > c0.r && c0.b > c0.r)
|
||||
{
|
||||
if (c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05)
|
||||
{
|
||||
red = 0.05;
|
||||
blue = 0.7;
|
||||
green = 0.7;
|
||||
}
|
||||
else if(c0.g > c0.b + 0.05){
|
||||
else if (c0.g > c0.b + 0.05)
|
||||
{
|
||||
red = 0.05;
|
||||
blue = 0.05;
|
||||
green = 0.7;
|
||||
}
|
||||
else if (c0.b > c0.g + 0.05){
|
||||
else if (c0.b > c0.g + 0.05)
|
||||
{
|
||||
red = 0.05;
|
||||
blue = 0.7;
|
||||
green = 0.05;
|
||||
|
|
|
@ -6,9 +6,11 @@ in vec2 uv0;
|
|||
void main()
|
||||
{
|
||||
vec4 c0 = texture(samp9, uv0);
|
||||
|
||||
// Same coefficients as grayscale2 at this point
|
||||
float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
|
||||
float red=avg;
|
||||
|
||||
// Not sure about these coefficients, they just seem to produce the proper yellow
|
||||
float green=avg*.75;
|
||||
float blue=avg*.5;
|
||||
|
|
|
@ -14,9 +14,11 @@ void main()
|
|||
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 < 163.0)
|
||||
tmp = float4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
c0 = c0 + 1.0 - grey * 7.0;
|
||||
ocol0 = float4(c0.r, c0.g, c0.b, 1.0);
|
||||
}
|
||||
|
|
|
@ -10,13 +10,13 @@ uniform vec4 resolution;
|
|||
|
||||
void main()
|
||||
{
|
||||
float4 c0 = texture(samp9, uv0).rgba; // Source Color
|
||||
// Source Color
|
||||
float4 c0 = texture(samp9, uv0).rgba;
|
||||
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,0.0)*resolution.zw).rgba;
|
||||
red = max(c0.r, c1.r);
|
||||
|
@ -27,6 +27,5 @@ void main()
|
|||
green = max(c0.g, cyan);
|
||||
blue = max(c0.b, cyan);
|
||||
|
||||
|
||||
ocol0 = float4(red, green, blue, c0.a);
|
||||
}
|
||||
|
|
|
@ -10,13 +10,13 @@ uniform vec4 resolution;
|
|||
|
||||
void main()
|
||||
{
|
||||
float4 c0 = texture(samp9, uv0).rgba; // Source Color
|
||||
// Source Color
|
||||
float4 c0 = texture(samp9, uv0).rgba;
|
||||
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,0.0)*resolution.zw).rgba;
|
||||
float amber = (c2.r + c2.g) / 2.0;
|
||||
|
@ -27,6 +27,5 @@ void main()
|
|||
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);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue