dolphin/Data/User/Shaders/16bit.txt

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uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
//Change this number to increase the pixel size.
int pixelSize = 3;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
int val = uv0[0];
int val2 = uv0[1];
val = val % pixelSize;
val2 = val2 % pixelSize;
if(val == 0 && val2 == 0 ){
if (c0.r < 0.1 && c0.r >= 0)
red = 0.1;
if (c0.r < 0.20 && c0.r >= 0.1)
red = 0.20;
if (c0.r <0.40 && c0.r >= 0.20)
red = 0.40;
if (c0.r <0.60 && c0.r >= 0.40)
red = 0.60;
if (c0.r <0.80 && c0.r >= 0.60)
red = 0.80;
if (c0.r >= 0.80)
red = 1;
if (c0.b < 0.1 && c0.b >= 0)
blue = 0.1;
if (c0.b < 0.20 && c0.b >= 0.1)
blue = 0.20;
if (c0.b <0.40 && c0.b >= 0.20)
blue = 0.40;
if (c0.b <0.60 && c0.b >= 0.40)
blue = 0.60;
if (c0.b <0.80 && c0.b >= 0.60)
blue = 0.80;
if (c0.b >= 0.80)
blue = 1;
if (c0.g < 0.1 && c0.g >= 0)
green = 0.1;
if (c0.g < 0.20 && c0.g >= 0.1)
green = 0.20;
if (c0.g <0.40 && c0.g >= 0.20)
green = 0.40;
if (c0.g <0.60 && c0.g >= 0.40)
green = 0.60;
if (c0.g <0.80 && c0.g >= 0.60)
green = 0.80;
if (c0.g >= 0.80)
green = 1;
}
else{
float4 c1 = texRECT(samp0, uv0-float2(val, val2)).rgba;
if (c1.r < 0.1 && c1.r >= 0)
red = 0.1;
if (c1.r < 0.20 && c1.r >= 0.1)
red = 0.20;
if (c1.r <0.40 && c1.r >= 0.20)
red = 0.40;
if (c1.r <0.60 && c1.r >= 0.40)
red = 0.60;
if (c1.r <0.80 && c1.r >= 0.60)
red = 0.80;
if (c1.r >= 0.80)
red = 1;
if (c1.b < 0.1 && c1.b >= 0)
blue = 0.1;
if (c1.b < 0.20 && c1.b >= 0.1)
blue = 0.20;
if (c1.b <0.40 && c1.b >= 0.20)
blue = 0.40;
if (c1.b <0.60 && c1.b >= 0.40)
blue = 0.60;
if (c1.b <0.80 && c1.b >= 0.60)
blue = 0.80;
if (c1.b >= 0.80)
blue = 1;
if (c1.g < 0.1 && c1.g >= 0)
green = 0.1;
if (c1.g < 0.20 && c1.g >= 0.1)
green = 0.20;
if (c1.g <0.40 && c1.g >= 0.20)
green = 0.40;
if (c1.g <0.60 && c1.g >= 0.40)
green = 0.60;
if (c1.g <0.80 && c1.g >= 0.60)
green = 0.80;
if (c1.g >= 0.80)
green = 1;
}
ocol0 = float4(red, green, blue, c0.a);
}