mgba/res/shaders/wiiu.shader/wiiu.fs

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2017-02-14 15:58:21 +00:00
varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
const float scale[32] = float[](
0.0/255.0, 6.0/255.0, 12.0/255.0, 18.0/255.0, 24.0/255.0, 31.0/255.0, 37.0/255.0, 43.0/255.0,
49.0/255.0, 55.0/255.0, 61.0/255.0, 67.0/255.0, 73.0/255.0, 79.0/255.0, 86.0/255.0, 92.0/255.0,
98.0/255.0, 104.0/255.0, 111.0/255.0, 117.0/255.0, 123.0/255.0, 129.0/255.0, 135.0/255.0, 141.0/255.0,
148.0/255.0, 154.0/255.0, 159.0/255.0, 166.0/255.0, 172.0/255.0, 178.0/255.0, 184.0/255.0, 191.0/255.0
);
void main() {
vec4 color = texture2D(tex, texCoord);
color.rgb = round(color.rgb * 31.0);
color = vec4(
scale[int(color.r)],
scale[int(color.g)],
scale[int(color.b)],
1.0
);
gl_FragColor = color;
}