dolphin/Data/Sys/Shaders/acidtrip2.glsl

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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
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{
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vec4 a = texture(samp9, uv0+resolution.zw);
vec4 b = texture(samp9, uv0-resolution.zw);
ocol0 = ( a*a*1.3 - b ) * 8.0;
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}