dolphin/Data/Sys/Shaders/mad_world.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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float4 emboss = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*2.0;
emboss -= (texture(samp9, uv0+float2(1,-1)*resolution.zw).rgba - texture(samp9, uv0+float2(-1,1)*resolution.zw).rgba);
float4 color = texture(samp9, uv0).rgba;
if (color.r > 0.8 && color.b + color.b < 0.2)
{
ocol0 = float4(1,0,0,0);
}
else
{
color += emboss;
if (dot(color.rgb, float3(0.3, 0.5, 0.2)) > 0.5)
ocol0 = float4(1,1,1,1);
else
ocol0 = float4(0,0,0,0);
}
}