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

30 lines
1.1 KiB
GLSL

varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
void main() {
float scale[32];
scale[ 0] = 0.0/255.0; scale[ 1] = 6.0/255.0;
scale[ 2] = 12.0/255.0; scale[ 3] = 18.0/255.0;
scale[ 4] = 24.0/255.0; scale[ 5] = 31.0/255.0;
scale[ 6] = 37.0/255.0; scale[ 7] = 43.0/255.0;
scale[ 8] = 49.0/255.0; scale[ 9] = 55.0/255.0;
scale[10] = 61.0/255.0; scale[11] = 67.0/255.0;
scale[12] = 73.0/255.0; scale[13] = 79.0/255.0;
scale[14] = 86.0/255.0; scale[15] = 92.0/255.0;
scale[16] = 98.0/255.0; scale[17] = 104.0/255.0;
scale[18] = 111.0/255.0; scale[19] = 117.0/255.0;
scale[20] = 123.0/255.0; scale[21] = 129.0/255.0;
scale[22] = 135.0/255.0; scale[23] = 141.0/255.0;
scale[24] = 148.0/255.0; scale[25] = 154.0/255.0;
scale[26] = 159.0/255.0; scale[27] = 166.0/255.0;
scale[28] = 172.0/255.0; scale[29] = 178.0/255.0;
scale[30] = 184.0/255.0; scale[31] = 191.0/255.0;
vec4 color = texture2D(tex, texCoord);
color.r = scale[int(floor(color.r * 31.0 + 0.5))];
color.g = scale[int(floor(color.g * 31.0 + 0.5))];
color.b = scale[int(floor(color.b * 31.0 + 0.5))];
gl_FragColor = color;
}