diff --git a/res/shaders/wiiu.shader/manifest.ini b/res/shaders/wiiu.shader/manifest.ini new file mode 100644 index 000000000..2b92c1d74 --- /dev/null +++ b/res/shaders/wiiu.shader/manifest.ini @@ -0,0 +1,11 @@ +[shader] +name=Wii U +author=Prof. 9 +description=Uses the color palette from the Wii U Virtual Console. Enable bilinear filtering to further mimic Wii U output. +passes=1 + +[pass.0] +fragmentShader=wiiu.fs +blend=1 +width=960 +height=640 diff --git a/res/shaders/wiiu.shader/wiiu.fs b/res/shaders/wiiu.shader/wiiu.fs new file mode 100644 index 000000000..268c5d229 --- /dev/null +++ b/res/shaders/wiiu.shader/wiiu.fs @@ -0,0 +1,22 @@ +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; +} \ No newline at end of file