mirror of https://github.com/mgba-emu/mgba.git
65 lines
2.1 KiB
GLSL
65 lines
2.1 KiB
GLSL
/*
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Soften Shader
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Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform sampler2D tex;
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uniform vec2 texSize;
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varying vec2 texCoord;
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uniform float amount;
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vec2 GetTexelSize()
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{
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return vec2(1.0 / texSize.x, 1.0 / texSize.y);
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}
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void main()
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{
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vec4 color = texture2D(tex, texCoord);
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vec4 northColor = texture2D(tex, texCoord + vec2(0.0, GetTexelSize().y));
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vec4 southColor = texture2D(tex, texCoord - vec2(0.0, GetTexelSize().y));
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vec4 eastColor = texture2D(tex, texCoord + vec2(GetTexelSize().x, 0.0));
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vec4 westColor = texture2D(tex, texCoord - vec2(GetTexelSize().x, 0.0));
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if (abs(length(color) - length(northColor)) > 0.0)
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{
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color = mix(color, northColor, amount / 4.0);
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}
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if (abs(length(color) - length(southColor)) > 0.0)
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{
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color = mix(color, southColor, amount / 4.0);
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}
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if (abs(length(color) - length(eastColor)) > 0.0)
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{
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color = mix(color, eastColor, amount / 4.0);
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}
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if (abs(length(color) - length(westColor)) > 0.0)
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{
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color = mix(color, westColor, amount / 4.0);
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}
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gl_FragColor = color;
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}
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