diff --git a/Data/Sys/Shaders/16bit.glsl b/Data/Sys/Shaders/16bit.glsl index ca7fb0bbfa..24ba10aa45 100644 --- a/Data/Sys/Shaders/16bit.glsl +++ b/Data/Sys/Shaders/16bit.glsl @@ -1,4 +1,5 @@ uniform sampler2D samp9; +uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; @@ -7,55 +8,55 @@ uniform vec4 resolution; void main() { - //Change this number to increase the pixel size. - float pixelSize = 3.0; + //Change this number to increase the pixel size. + float pixelSize = 3.0; - float red = 0.0; - float green = 0.0; - float blue = 0.0; - - vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw; - - vec4 c0 = texture(samp9, pos); + float red = 0.0; + float green = 0.0; + float blue = 0.0; - if (c0.r < 0.1) - red = 0.1; - else if (c0.r < 0.20) - red = 0.20; - else if (c0.r < 0.40) - red = 0.40; - else if (c0.r < 0.60) - red = 0.60; - else if (c0.r < 0.80) - red = 0.80; - else - red = 1.0; + vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw; - if (c0.b < 0.1) - blue = 0.1; - else if (c0.b < 0.20) - blue = 0.20; - else if (c0.b < 0.40) - blue = 0.40; - else if (c0.b < 0.60) - blue = 0.60; - else if (c0.b < 0.80) - blue = 0.80; - else - blue = 1.0; + vec4 c0 = texture(samp9, pos); - if (c0.g < 0.1) - green = 0.1; - else if (c0.g < 0.20) - green = 0.20; - else if (c0.g < 0.40) - green = 0.40; - else if (c0.g < 0.60) - green = 0.60; - else if (c0.g < 0.80) - green = 0.80; - else - green = 1.0; - - ocol0 = vec4(red, green, blue, c0.a); + if (c0.r < 0.1) + red = 0.1; + else if (c0.r < 0.20) + red = 0.20; + else if (c0.r < 0.40) + red = 0.40; + else if (c0.r < 0.60) + red = 0.60; + else if (c0.r < 0.80) + red = 0.80; + else + red = 1.0; + + if (c0.b < 0.1) + blue = 0.1; + else if (c0.b < 0.20) + blue = 0.20; + else if (c0.b < 0.40) + blue = 0.40; + else if (c0.b < 0.60) + blue = 0.60; + else if (c0.b < 0.80) + blue = 0.80; + else + blue = 1.0; + + if (c0.g < 0.1) + green = 0.1; + else if (c0.g < 0.20) + green = 0.20; + else if (c0.g < 0.40) + green = 0.40; + else if (c0.g < 0.60) + green = 0.60; + else if (c0.g < 0.80) + green = 0.80; + else + green = 1.0; + + ocol0 = vec4(red, green, blue, c0.a); }