dolphin/Data/User/Shaders/asciiart.txt

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uniform sampler2D samp8; // textures
uniform sampler2D samp9;
const int char_width = 8;
const int char_height = 13;
const int char_count = 95;
const vec2 char_dim = vec2(char_width, char_height);
const vec2 font_scale = vec2(1.0/char_width/char_count, 1.0/char_height);
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
vec2 char_pos = floor(uv0*resolution.xy/char_dim);
vec2 pixel_offset = floor(uv0*resolution.xy) - char_pos*char_dim;
float minc = 0;
float mindiff = char_width*char_height*100;
float diffsum[char_count];
vec4 color_avg = vec4(0.0, 0.0, 0.0, 0.0);
for(int i=0; i<char_count; i++) {
diffsum[i] = 0.0;
}
for(int x=0; x<char_width; x++) {
for(int y=0; y<char_height; y++) {
vec2 tex_pos = char_pos*char_dim + vec2(x,y) + 0.5;
vec4 tex = texture(samp9, tex_pos * resolution.zw);
float tex_f = (tex.x + tex.y + tex.z)/3;
color_avg += tex;
for(int i=0; i<char_count; i++) {
vec2 font_pos = vec2(x+i*char_width, y) + 0.5;
vec4 font = texture(samp8, font_pos * font_scale);
float font_f = font.x;
float diff = (font_f-tex_f)*(font_f-tex_f);
diffsum[i] = diffsum[i] + diff;
}
}
}
for(int i=0; i<char_count; i++) {
if(diffsum[i] < mindiff) {
mindiff = diffsum[i];
minc = i;
}
}
color_avg /= char_width*char_height;
vec2 font_pos_res = vec2(minc*char_width, 0) + pixel_offset + 0.5;
ocol0 = color_avg * texture(samp8, font_pos_res * font_scale);
}