Merge branch 'master' into wii-network

# By Ryan Houdek (185) and others
# Via degasus (12) and others
* master: (625 commits)
  Revert "Don't open/close file for every file operation." as it was crashing PokePark in Windows builds.
  Array overrun fixed in VertexShaderCache for the DX11 plugin.
  Fixed DSPTool build.
  Windows build fix
  Go back to assuming every HID device is a wiimote on Windows. Fixed issue 6117. Unfixed issue 6031.
  VideoSoftware: Improve fog range adjustment by using less magic and more comments.
  revert RasterFont for VideoSoftware
  ogl: fix virtual xfb
  Windows build fix from web interface...
  Adjusted the audio loop criteria, using >= on the Wii and == on GC.  This fixes the audio static that occurred in Wii games after hours of play.
  Forced the exception check only for ARAM DMA transfers. Removed the Eternal Darkness boot hack and replaced it with an exception check.
  VideoSoftware: Implement fog range adjustment, fixing issue 6147.
  implement 4xSSAA for OGL
  move ogl-only settings into backend
  Fix description of disable fog, and move it to enhancements tab.
  Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4.
  Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4.
  Forced the external exception check to occur sooner by changing the downcount.
  Mark the Direct3D9 backend deprecated.
  Prefer D3D11 and OpenGL over D3D9 by default.
  ...

Conflicts:
	CMakeLists.txt
	Source/Core/Common/Common.vcxproj.filters
	Source/Core/Common/Src/CommonPaths.h
	Source/Core/Core/Core.vcxproj.filters
	Source/Core/Core/Src/Core.cpp
	Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_FileIO.cpp
	Source/VSProps/Dolphin.Win32.props
	Source/VSProps/Dolphin.x64.props
This commit is contained in:
skidau
2013-03-27 13:19:23 +11:00
615 changed files with 96239 additions and 97463 deletions

BIN
Data/Sys/GC/dsp_coef.bin Normal file

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Data/Sys/GC/dsp_rom.bin Normal file

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@ -319,4 +319,4 @@ PH_ZFar =
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Core]
[Core]

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@ -16,4 +16,4 @@ PH_ZFar =
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Core]
[Core]

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@ -16,4 +16,4 @@ PH_ZFar =
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Core]
[Core]

View File

@ -16,4 +16,4 @@ PH_ZFar =
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Core]
[Core]

View File

@ -2,10 +2,10 @@
[Core] Values set here will override the main dolphin settings.
EnableFPRF = True
TLBHack = 1
CPUThread = 0
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Dual core is very unstable/doesn't even boot with most video plugins. Efb to ram is needed for proper shadows.
EmulationIssues = Needs Synchronize GPU thread for stability.
[OnFrame] Add memory patches to be applied every frame here.
[Video]
ProjectionHack = 1
@ -43,7 +43,4 @@ $All Vehicles Unlocked
840030C8 FFDC6F00
[Gecko]
[Video_Hacks]
EFBCopyEnable = True
EFBToTextureEnable = False
EFBCopyCacheEnable = True
[Video_Settings]

View File

@ -0,0 +1,26 @@
# GFZJ01 - F-ZERO GX
[Core] Values set here will override the main dolphin settings.
EnableFPRF = True
TLBHack = 1
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs Synchronize GPU thread for stability.
[OnFrame] Add memory patches to be applied every frame here.
[Video]
ProjectionHack = 1
PH_SZNear = 1
PH_SZFar = 1
PH_ExtraParam = 0
PH_ZNear = 20
PH_ZFar = 1.7555555
[ActionReplay]
$Make Save Copyable
0C031514 909C0028
04031518 48BFFBE8
04C31100 38000004
04C31104 981C0034
04C31108 38000000
04C3110C 4B400410
[Gecko]

View File

@ -2,10 +2,10 @@
[Core] Values set here will override the main dolphin settings.
EnableFPRF = True
TLBHack = 1
CPUThread = 0
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Dual core is very unstable/doesn't even boot with most video plugins. Efb to ram is needed for proper shadows.
EmulationIssues = Needs Synchronize GPU thread for stability.
[OnFrame] Add memory patches to be applied every frame here.
[Video]
ProjectionHack = 1
@ -24,7 +24,4 @@ $Make Save Copyable
04C3110C 4B400410
[Gecko]
[Video_Hacks]
EFBCopyEnable = True
EFBToTextureEnable = False
EFBCopyCacheEnable = True
[Video_Settings]

View File

@ -1,10 +1,9 @@
# GGZE52 - Madagascar
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
FastDiscSpeed = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Alot of GFX glitches (black rastering)
EmulationStateId = 3
EmulationIssues = GFX glitches.
EmulationStateId = 4
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video_Hacks]

View File

@ -1,10 +1,9 @@
# GGZX52 - Madagascar
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
FastDiscSpeed = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Alot of GFX glitches (black rastering)
EmulationStateId = 3
EmulationIssues = GFX glitches.
EmulationStateId = 4
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video_Hacks]

View File

@ -15,4 +15,4 @@ EmulationIssues = Slow,needs mmu and lle audio plugin for proper audio(r7411).
[Video_Settings]
[Core]
[Core]

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@ -1,5 +1,6 @@
# GKBEAF - Baten Kaitos
[Core] Values set here will override the main dolphin settings.
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =

View File

@ -1,5 +1,6 @@
# GKBPAF - Baten Kaitos
[Core] Values set here will override the main dolphin settings.
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =

View File

@ -0,0 +1,20 @@
# GLSD64 - LucasArts Gladius
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs Real Xfb for the videos to display.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True

View File

@ -1,9 +1,10 @@
# GLSE64 - LucasArts Gladius
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 1
EmulationIssues =
EmulationStateId = 4
EmulationIssues = Needs Real Xfb for the videos to display.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
@ -14,3 +15,6 @@ PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True

View File

@ -0,0 +1,20 @@
# GLSF64 - LucasArts Gladius
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs Real Xfb for the videos to display.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True

View File

@ -0,0 +1,20 @@
# GLSP64 - LucasArts Gladius
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs Real Xfb for the videos to display.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True

View File

@ -127,3 +127,5 @@ PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
VBeam = 1

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@ -0,0 +1,17 @@
# GM4J01 - Mario Kart: Double Dash!!
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues = Needs LLE audio to prevent BGM from stopping. Disable "emulate format changes" to increase the game speed.
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
VBeam = 1

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@ -138,3 +138,5 @@ $Goraud Shading
040A9714 4E800020
[Video]
ProjectionHack = 0
[Core]
VBeam = 1

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@ -3,8 +3,8 @@
#Values set here will override the main dolphin settings.
[EmuState]
#The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 1
EmulationIssues =
EmulationStateId = 4
EmulationIssues = Enable the GameCube BIOS to allow the game to boot.
[OnFrame]
+$Nop Hack
0x80025BA0:dword:0x60000000

View File

@ -1,7 +1,6 @@
# GNOE78 - Nicktoons Unite!
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
FastDiscSpeed = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =

View File

@ -1,7 +1,6 @@
# GOSE41 - Open Season
[Core] Values set here will override the main dolphin settings.
MMU = 1
FastDiscSpeed = 1
BlockMerging = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4

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@ -1,7 +1,6 @@
# GOSP41 - Open Season
[Core] Values set here will override the main dolphin settings.
MMU = 1
FastDiscSpeed = 1
BlockMerging = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4

View File

@ -1,7 +1,6 @@
# GOSX41 - Open Season
[Core] Values set here will override the main dolphin settings.
MMU = 1
FastDiscSpeed = 1
BlockMerging = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4

View File

@ -0,0 +1,17 @@
# GSZP41 - SPEED CHALLENGE - Jacques Villeneuve's Racing Vision
[Core] Values set here will override the main dolphin settings.
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
UseBBox = 1
[Gecko]

View File

@ -1,6 +1,5 @@
# GWAE8P - Spartan: Total Warrior
[Core] Values set here will override the main dolphin settings.
FastDiscSpeed = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 0
EmulationIssues =

View File

@ -1,6 +1,5 @@
# GWAF8P - Spartan: Total Warrior
[Core] Values set here will override the main dolphin settings.
FastDiscSpeed = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 0
EmulationIssues =

View File

@ -1,6 +1,5 @@
# GWAP8P - Spartan : Total Warrior (TM)
[Core] Values set here will override the main dolphin settings.
FastDiscSpeed = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 0
EmulationIssues =

View File

@ -0,0 +1,16 @@
# GWKE41 - King Kong
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]

View File

@ -0,0 +1,18 @@
# GWLE6L - Project Zoo
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
+$Bypass FIFO reset
0x8028EF00:dword:0x48000638
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]

View File

@ -1,6 +1,5 @@
# GZ2E01 - The Legend of Zelda: Twilight Princess
[Core]
FastDiscSpeed = 1
[EmuState]
#The Emulation State.
EmulationStateId = 4

View File

@ -1,6 +1,5 @@
# GZ2J01 - The Legend of Zelda: Twilight Princess
[Core]
FastDiscSpeed = 1
[EmuState]
#The Emulation State.
EmulationStateId = 4

View File

@ -1,7 +1,6 @@
# GZ2P01 - The Legend of Zelda Twilight Princess
[Core]
#Values set here will override the main dolphin settings.
FastDiscSpeed = 1
[Speedhacks]
0x803420bc=200
[EmuState]

View File

@ -1,7 +1,7 @@
# RFEE01 - FIRE EMBLEM 10 USA
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Disable gamecube controller or wiimote to not have conflicts. Fog appears black ingame in recent builds(issue 4475).
EmulationIssues = Disable gamecube controller or wiimote to not have conflicts.
EmulationStateId = 4
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
@ -15,4 +15,3 @@ PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
DisableFog = True

View File

@ -1,7 +1,7 @@
# RFEJ01 - Fire Emblem Akatsuki No Megami
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Disable gamecube controller or wiimote to not have conflicts. Fog appears black ingame in recent builds(issue 4475).
EmulationIssues = Disable gamecube controller or wiimote to not have conflicts.
EmulationStateId = 4
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
@ -15,4 +15,3 @@ PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
DisableFog = True

View File

@ -3,7 +3,7 @@
[Speedhacks]
0x80006e00=800
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Disable gamecube controller or wiimote to not have conflicts. Fog appears black ingame in recent builds(issue 4475).
EmulationIssues = Disable gamecube controller or wiimote to not have conflicts.
EmulationStateId = 4
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
@ -17,4 +17,3 @@ PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
DisableFog = True

View File

@ -1,9 +1,9 @@
# RRBE41 - Rayman Raving Rabbids
[Core] Values set here will override the main dolphin settings.
CPUThread = 0
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Dual core is unstable.Use direct3d11 for less glitches. Slow.(r7687)
EmulationIssues = Needs Synchronise GPU thread for stability. Use direct3d11 for less glitches.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
@ -14,4 +14,4 @@ PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Wii]
[Wii]

View File

@ -1,9 +1,9 @@
# RRBJ41 - Rayman Raving Rabbids
[Core] Values set here will override the main dolphin settings.
CPUThread = 0
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Dual core is unstable.Use direct3d11 for less glitches. Slow.(r7687)
EmulationIssues = Needs Synchronise GPU thread for stability. Use direct3d11 for less glitches.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]

View File

@ -1,9 +1,9 @@
# RRBP41 - Rayman Raving Rabbids
[Core] Values set here will override the main dolphin settings.
CPUThread = 0
SyncGPU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Dual core is unstable.Use direct3d11 for less glitches. Slow.(r7687)
EmulationIssues = Needs Synchronise GPU thread for stability. Use direct3d11 for less glitches.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]

View File

@ -1,18 +1,19 @@
# S72E01 - Kirby's Dream Collection Special Edition
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues = Classic games are unplayable.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = False
# S72E01 - Kirby's Dream Collection Special Edition
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Kirby's Adventure (Nes classic) has severe graphic glitches.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = False

View File

@ -1,18 +1,19 @@
# S72J01 - Hoshi No Kirby: 20th Anniversary Edition
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues = Classic games are unplayable.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = False
# S72J01 - Hoshi No Kirby: 20th Anniversary Edition
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Kirby's Adventure (Nes classic) has severe graphic glitches.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = False

View File

@ -1,109 +1,61 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
//Change this number to increase the pixel size.
int pixelSize = 3;
float pixelSize = 3;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
int val = uv0[0];
int val2 = uv0[1];
val = val % pixelSize;
val2 = val2 % pixelSize;
if(val == 0 && val2 == 0 ){
if (c0.r < 0.1 && c0.r >= 0)
red = 0.1;
if (c0.r < 0.20 && c0.r >= 0.1)
red = 0.20;
if (c0.r <0.40 && c0.r >= 0.20)
red = 0.40;
if (c0.r <0.60 && c0.r >= 0.40)
red = 0.60;
if (c0.r <0.80 && c0.r >= 0.60)
red = 0.80;
if (c0.r >= 0.80)
red = 1;
if (c0.b < 0.1 && c0.b >= 0)
blue = 0.1;
if (c0.b < 0.20 && c0.b >= 0.1)
blue = 0.20;
if (c0.b <0.40 && c0.b >= 0.20)
blue = 0.40;
if (c0.b <0.60 && c0.b >= 0.40)
blue = 0.60;
if (c0.b <0.80 && c0.b >= 0.60)
blue = 0.80;
if (c0.b >= 0.80)
blue = 1;
if (c0.g < 0.1 && c0.g >= 0)
green = 0.1;
if (c0.g < 0.20 && c0.g >= 0.1)
green = 0.20;
if (c0.g <0.40 && c0.g >= 0.20)
green = 0.40;
if (c0.g <0.60 && c0.g >= 0.40)
green = 0.60;
if (c0.g <0.80 && c0.g >= 0.60)
green = 0.80;
if (c0.g >= 0.80)
green = 1;
}
else{
float4 c1 = texRECT(samp0, uv0-float2(val, val2)).rgba;
if (c1.r < 0.1 && c1.r >= 0)
red = 0.1;
if (c1.r < 0.20 && c1.r >= 0.1)
red = 0.20;
if (c1.r <0.40 && c1.r >= 0.20)
red = 0.40;
if (c1.r <0.60 && c1.r >= 0.40)
red = 0.60;
if (c1.r <0.80 && c1.r >= 0.60)
red = 0.80;
if (c1.r >= 0.80)
red = 1;
if (c1.b < 0.1 && c1.b >= 0)
blue = 0.1;
if (c1.b < 0.20 && c1.b >= 0.1)
blue = 0.20;
if (c1.b <0.40 && c1.b >= 0.20)
blue = 0.40;
if (c1.b <0.60 && c1.b >= 0.40)
blue = 0.60;
if (c1.b <0.80 && c1.b >= 0.60)
blue = 0.80;
if (c1.b >= 0.80)
blue = 1;
if (c1.g < 0.1 && c1.g >= 0)
green = 0.1;
if (c1.g < 0.20 && c1.g >= 0.1)
green = 0.20;
if (c1.g <0.40 && c1.g >= 0.20)
green = 0.40;
if (c1.g <0.60 && c1.g >= 0.40)
green = 0.60;
if (c1.g <0.80 && c1.g >= 0.60)
green = 0.80;
if (c1.g >= 0.80)
green = 1;
}
ocol0 = float4(red, green, blue, c0.a);
vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw;
vec4 c0 = texture(samp9, pos);
if (c0.r < 0.1)
red = 0.1;
else if (c0.r < 0.20)
red = 0.20;
else if (c0.r < 0.40)
red = 0.40;
else if (c0.r < 0.60)
red = 0.60;
else if (c0.r < 0.80)
red = 0.80;
else
red = 1.0;
if (c0.b < 0.1)
blue = 0.1;
else if (c0.b < 0.20)
blue = 0.20;
else if (c0.b < 0.40)
blue = 0.40;
else if (c0.b < 0.60)
blue = 0.60;
else if (c0.b < 0.80)
blue = 0.80;
else
blue = 1.0;
if (c0.g < 0.1)
green = 0.1;
else if (c0.g < 0.20)
green = 0.20;
else if (c0.g < 0.40)
green = 0.40;
else if (c0.g < 0.60)
green = 0.60;
else if (c0.g < 0.80)
green = 0.80;
else
green = 1.0;
ocol0 = vec4(red, green, blue, c0.a);
}

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@ -1,157 +1,86 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
//Change this number to increase the pixel size.
int pixelSize = 2;
float pixelSize = 2;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
int val = uv0[0];
int val2 = uv0[1];
val = val % pixelSize;
val2 = val2 % pixelSize;
if(val == 0 && val2 == 0 ){
if (c0.r < 0.06 && c0.r >= 0)
red = 0.06;
if (c0.r < 0.13 && c0.r >= 0.06)
red = 0.13;
if (c0.r < 0.26 && c0.r >= 0.13)
red = 0.26;
if (c0.r < 0.33 && c0.r >= 0.26)
red = 0.33;
if (c0.r <0.46 && c0.r >= 0.33)
red = 0.46;
if (c0.r <0.60 && c0.r >= 0.46)
red = 0.60;
if (c0.r <0.73 && c0.r >= 0.60)
red = 0.73;
if (c0.r <0.80 && c0.r >= 0.73)
red = 0.80;
if (c0.r <0.93 && c0.r >= 0.80)
red = 0.93;
if (c0.r <=1 && c0.r >= 0.93)
red = 1;
if (c0.b < 0.06 && c0.b >= 0)
blue = 0.06;
if (c0.b < 0.13 && c0.b >= 0.06)
blue = 0.13;
if (c0.b < 0.26 && c0.b >= 0.13)
blue = 0.26;
if (c0.b < 0.33 && c0.b >= 0.26)
blue = 0.33;
if (c0.b <0.46 && c0.b >= 0.33)
blue = 0.46;
if (c0.b <0.60 && c0.b >= 0.46)
blue = 0.60;
if (c0.b <0.73 && c0.b >= 0.60)
blue = 0.73;
if (c0.b <0.80 && c0.b >= 0.73)
blue = 0.80;
if( c0.b <0.93 && c0.b >= 0.80)
blue = 0.93;
if (c0.b <=1 && c0.b >= 0.93)
blue = 1;
if (c0.g < 0.06 && c0.g >= 0)
green = 0.06;
if (c0.g < 0.13 && c0.g >= 0.06)
green = 0.13;
if (c0.g < 0.26 && c0.g >= 0.13)
green = 0.26;
if (c0.g < 0.33 && c0.g >= 0.26)
green = 0.33;
if (c0.g <0.46 && c0.g >= 0.33)
green = 0.46;
if (c0.g <0.60 && c0.g >= 0.46)
green = 0.60;
if (c0.g <0.73 && c0.g >= 0.60)
green = 0.73;
if (c0.g <0.80 && c0.g >= 0.73)
green = 0.80;
if( c0.g <0.93 && c0.g >= 0.80)
green = 0.93;
if (c0.g <=1 && c0.g >= 0.93)
green = 1;
}
else{
float4 c1 = texRECT(samp0, uv0-float2(val, val2)).rgba;
if (c1.r < 0.06 && c1.r >= 0)
red = 0.06;
if (c1.r < 0.13 && c1.r >= 0.06)
red = 0.13;
if (c1.r < 0.26 && c1.r >= 0.13)
red = 0.26;
if (c1.r < 0.33 && c1.r >= 0.26)
red = 0.33;
if (c1.r <0.46 && c1.r >= 0.33)
red = 0.46;
if (c1.r <0.60 && c1.r >= 0.46)
red = 0.60;
if (c1.r <0.73 && c1.r >= 0.60)
red = 0.73;
if (c1.r <0.80 && c1.r >= 0.73)
red = 0.80;
if (c1.r <0.93 && c1.r >= 0.80)
red = 0.93;
if (c1.r <=1 && c1.r >= 0.93)
red = 1;
if (c1.b < 0.06 && c1.b >= 0)
blue = 0.06;
if (c1.b < 0.13 && c1.b >= 0.06)
blue = 0.13;
if (c1.b < 0.26 && c1.b >= 0.13)
blue = 0.26;
if (c1.b < 0.33 && c1.b >= 0.26)
blue = 0.33;
if (c1.b <0.46 && c1.b >= 0.33)
blue = 0.46;
if (c1.b <0.60 && c1.b >= 0.46)
blue = 0.60;
if (c1.b <0.73 && c1.b >= 0.60)
blue = 0.73;
if (c1.b <0.80 && c1.b >= 0.73)
blue = 0.80;
if( c1.b <0.93 && c1.b >= 0.80)
blue = 0.93;
if (c1.b <=1 && c1.b >= 0.93)
blue = 1;
if (c1.g < 0.06 && c1.g >= 0)
green = 0.06;
if (c1.g < 0.13 && c1.g >= 0.06)
green = 0.13;
if (c1.g < 0.26 && c1.g >= 0.13)
green = 0.26;
if (c1.g < 0.33 && c1.g >= 0.26)
green = 0.33;
if (c1.g <0.46 && c1.g >= 0.33)
green = 0.46;
if (c1.g <0.60 && c1.g >= 0.46)
green = 0.60;
if (c1.g <0.73 && c1.g >= 0.60)
green = 0.73;
if (c1.g <0.80 && c1.g >= 0.73)
green = 0.80;
if( c1.g <0.93 && c1.g >= 0.80)
green = 0.93;
if ( c1.g >= 0.93)
green = 1;
}
ocol0 = float4(red, green, blue, c0.a);
vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw;
vec4 c0 = texture(samp9, pos);
if (c0.r < 0.06)
red = 0.06;
else if (c0.r < 0.13)
red = 0.13;
else if (c0.r < 0.26)
red = 0.26;
else if (c0.r < 0.33)
red = 0.33;
else if (c0.r < 0.46)
red = 0.46;
else if (c0.r < 0.60)
red = 0.60;
else if (c0.r < 0.73)
red = 0.73;
else if (c0.r < 0.80)
red = 0.80;
else if (c0.r < 0.93)
red = 0.93;
else
red = 1.0;
if (c0.b < 0.06)
blue = 0.06;
else if (c0.b < 0.13)
blue = 0.13;
else if (c0.b < 0.26)
blue = 0.26;
else if (c0.b < 0.33)
blue = 0.33;
else if (c0.b < 0.46)
blue = 0.46;
else if (c0.b < 0.60)
blue = 0.60;
else if (c0.b < 0.73)
blue = 0.73;
else if (c0.b < 0.80)
blue = 0.80;
else if( c0.b < 0.93)
blue = 0.93;
else
blue = 1.0;
if (c0.g < 0.06)
green = 0.06;
else if (c0.g < 0.13)
green = 0.13;
else if (c0.g < 0.26)
green = 0.26;
else if (c0.g < 0.33)
green = 0.33;
else if (c0.g < 0.46)
green = 0.46;
else if (c0.g < 0.60)
green = 0.60;
else if (c0.g < 0.73)
green = 0.73;
else if (c0.g < 0.80)
green = 0.80;
else if( c0.g < 0.93)
green = 0.93;
else
green = 1.0;
ocol0 = vec4(red, green, blue, c0.a);
}

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@ -1,11 +1,14 @@
//dummy shader:
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.r, c0.g, c0.b, c0.a);
ocol0 = texture(samp9, uv0);
}
/*
And now that's over with, the contents of this readme file!
For best results, turn Wordwrap formatting on...

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@ -1,18 +1,21 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float blue = 0.0;
vec4 c0 = texture(samp9, uv0);
float red = 0.0;
float blue = 0.0;
if (c0.r > 0.15 && c0.b > 0.15)
{
blue = 0.5;
red = 0.5;
}
float green = max(c0.r + c0.b, c0.g);
if (c0.r > 0.15 && c0.b > 0.15)
{
blue = 0.5;
red = 0.5;
}
ocol0 = float4(red, green, blue, 1.0);
}
float green = max(c0.r + c0.b, c0.g);
ocol0 = vec4(red, green, blue, 1.0);
}

View File

@ -1,6 +1,11 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
ocol0 = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*8;
ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*8;
}

View File

@ -1,6 +1,13 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
ocol0 = texRECT(samp0, uv0+1).rgba * 1.3 * abs(texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*8;
vec4 a = texture(samp9, uv0+resolution.zw);
vec4 b = texture(samp9, uv0-resolution.zw);
ocol0 = ( a*a*1.3 - b )*8;
}

View File

@ -0,0 +1,95 @@
uniform sampler2D samp8; // textures
uniform sampler2D samp9;
const int char_width = 8;
const int char_height = 13;
const int char_count = 95;
const int char_pixels = char_width*char_height;
const vec2 char_dim = vec2(char_width, char_height);
const vec2 font_scale = vec2(1.0/char_width/char_count, 1.0/char_height);
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
vec2 char_pos = floor(uv0*resolution.xy/char_dim);
vec2 pixel_offset = floor(uv0*resolution.xy) - char_pos*char_dim;
float mindiff = char_width*char_height*100; // just a big number
float minc = 0.0;
vec4 mina = vec4(0.0, 0.0, 0.0, 0.0);
vec4 minb = vec4(0.0, 0.0, 0.0, 0.0);
for(int i=0; i<char_count; i++) {
vec4 ff = vec4(0.0, 0.0, 0.0, 0.0);
vec4 f = vec4(0.0, 0.0, 0.0, 0.0);
vec4 ft = vec4(0.0, 0.0, 0.0, 0.0);
vec4 t = vec4(0.0, 0.0, 0.0, 0.0);
vec4 tt = vec4(0.0, 0.0, 0.0, 0.0);
for(int x=0; x<char_width; x++) {
for(int y=0; y<char_height; y++) {
vec2 tex_pos = char_pos*char_dim + vec2(x,y) + 0.5;
vec4 tex = texture(samp9, tex_pos * resolution.zw);
vec2 font_pos = vec2(x+i*char_width, y) + 0.5;
vec4 font = texture(samp8, font_pos * font_scale);
// generates sum of texture and font and their squares
ff += font*font;
f += font;
ft += font*tex;
t += tex;
tt += tex*tex;
}
}
/*
The next lines are a bit harder, hf :-)
The idea is to find the perfect char with the perfect background color and the perfect font color.
As this is an equation with three unknowns, we can't just try all chars and color combinations.
As criterion how "perfect" the selection is, we compare the "mean squared error" of the resulted colors of all chars.
So, now the big issue: how to calculate the MSE without knowing the two colors ...
In the next steps, "a" is the font color, "b" is the background color, "f" is the font value at this pixel, "t" is the texture value
So the square error of one pixel is:
e = ( t - a⋅f - b⋅(1-f) ) ^ 2
In longer:
e = a^2⋅f^2 - 2⋅a⋅b⋅f^2 + 2⋅a⋅b⋅f - 2⋅a⋅f⋅t + b^2⋅f^2 - 2⋅b^2⋅f + b^2 + 2⋅b⋅f⋅t - 2⋅b⋅t + t^2
The sum of all errors is: (as shortcut, ff,f,ft,t,tt are now the sums like declared above, sum(1) is the count of pixels)
sum(e) = a^2⋅ff - 2⋅a^2⋅ff + 2⋅a⋅b⋅f - 2⋅a⋅ft + b^2⋅ff - 2⋅b^2⋅f + b^2⋅sum(1) + 2⋅b⋅ft - 2⋅b⋅t + tt
To find the minimum, we have to derive this by "a" and "b":
d/da sum(e) = 2⋅a⋅ff + 2⋅b⋅f - 2⋅b⋅ff - 2⋅ft
d/db sum(e) = 2⋅a⋅f - 2⋅a⋅ff - 4⋅b⋅f + 2⋅b⋅ff + 2⋅b⋅sum(1) + 2⋅ft - 2⋅t
So, both equations must be zero at minimum and there is only one solution.
*/
vec4 a = (f*ft - ff*t + f*t - ft*char_pixels) / (f*f - ff*char_pixels);
vec4 b = (f*ft - ff*t) / (f*f - ff*char_pixels);
vec4 diff = a*a*ff + 2.0*a*b*f - 2.0*a*b*ff - 2.0*a*ft + b*b *(-2.0*f + ff + char_pixels) + 2.0*b*ft - 2.0*b*t + tt;
float diff_f = dot(diff, vec4(1.0, 1.0, 1.0, 1.0));
if(diff_f < mindiff) {
mindiff = diff_f;
minc = i;
mina = a;
minb = b;
}
}
vec2 font_pos_res = vec2(minc*char_width, 0) + pixel_offset + 0.5;
vec4 col = texture(samp8, font_pos_res * font_scale);
ocol0 = mina * col + minb * (vec4(1.0,1.0,1.0,1.0) - col);
}

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@ -1,16 +1,22 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 to_gray = float4(0.3,0.59,0.11,0);
float x1 = dot(to_gray, texRECT(samp0, uv0+float2(1,1)));
float x0 = dot(to_gray, texRECT(samp0, uv0+float2(-1,-1)));
float x3 = dot(to_gray, texRECT(samp0, uv0+float2(1,-1)));
float x2 = dot(to_gray, texRECT(samp0, uv0+float2(-1,1)));
float edge = (x1 - x0) * (x1 - x0);
float edge2 = (x3 - x2) * (x3 - x2);
edge += edge2;
float4 color = texRECT(samp0, uv0).rgba;
vec4 to_gray = vec4(0.3,0.59,0.11,0);
float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw));
float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw));
float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw));
float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw));
float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2);
float4 color = texture(samp9, uv0).rgba;
ocol0 = max(color - float4(edge, edge, edge, edge) * 12, float4(0,0,0,0));
ocol0 = color - vec4(edge, edge, edge, edge) * 12.0;
}

View File

@ -1,24 +1,25 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
//Changethis to increase the number of colors.
float numColors =8;
int numColors =8;
float4 to_gray = float4(0.3,0.59,0.11,0);
float x1 = dot(to_gray, texRECT(samp0, uv0+float2(1,1)));
float x0 = dot(to_gray, texRECT(samp0, uv0+float2(-1,-1)));
float x3 = dot(to_gray, texRECT(samp0, uv0+float2(1,-1)));
float x2 = dot(to_gray, texRECT(samp0, uv0+float2(-1,1)));
float edge = (x1 - x0) * (x1 - x0);
float edge2 = (x3 - x2) * (x3 - x2);
edge += edge2;
float4 color = texRECT(samp0, uv0).rgba;
float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw));
float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw));
float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw));
float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw));
float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2);
float4 color = texture(samp9, uv0).rgba;
float4 c0 = max(color - float4(edge, edge, edge, edge) * 12, float4(0,0,0,0));
float4 c0 = color - float4(edge, edge, edge, edge) * 12;
//Change this number to increase the pixel size.
int pixelSize = 1;
float red = 0.0;
@ -27,19 +28,11 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
bool rr = false;
bool bb = false;
bool gg = false;
int val = uv0[0];
int val2 = uv0[1];
int count = 1;
double colorN = 0.0;
double colorB = 0.0;
val = val % pixelSize;
val2 = val2 % pixelSize;
float colorN = 0.0;
float colorB = 0.0;
//if(val == 0 && val2 == 0 )
// c0 = texRECT(samp0, uv0).rgba;
//else
// c0 = texRECT(samp0, uv0-float2(val, val2)).rgba;
for(count = 1; count <= numColors ; count++){
colorN = count / numColors;

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@ -1,36 +1,41 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0, in float2 uv1 : TEXCOORD1)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c_center = texRECT(samp0, uv0.xy).rgba;
float4 c_center = texture(samp9, uv0);
float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
uv0 += float2(0.3, 0.3);
float radius1 = 1.3;
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, -1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(-2.5, 0) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, 1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(0, 2.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, 1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(2.5, 0) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, -1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(0, -2.5) * radius1);
vec2 pos = uv0 + float2(0.3, 0.3) * resolution.zw;
float2 radius1 = 1.3 * resolution.zw;
bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius1);
bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius1);
bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius1);
bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius1);
float radius2 = 4.6;
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, -1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(-2.5, 0) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, 1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(0, 2.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, 1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(2.5, 0) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, -1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(0, -2.5) * radius2);
float2 radius2 = 4.6 * resolution.zw;
bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius2);
bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius2);
bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius2);
bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius2);
bloom_sum *= 0.07;
bloom_sum -= float4(0.3, 0.3, 0.3, 0.3);
bloom_sum = max(bloom_sum, float4(0,0,0,0));
float2 vpos = (uv1 - float2(.5, .5)) * 2;
float2 vpos = (uv0 - float2(.5, .5)) * 2;
float dist = (dot(vpos, vpos));
dist = 1 - 0.4*dist;

View File

@ -1,8 +1,9 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
c0 += c0 * 2;
ocol0 = float4(c0.r, c0.g, c0.b, c0.a);
}
ocol0 = texture(samp9, uv0) * 3;
}

View File

@ -1,20 +1,17 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
vec4 c0 = texture(samp9, uv0);
float red = 0.0;
float green = 0.0;
if (c0.r < 0.35 || c0.b > 0.35)
{
green = c0.g + (c0.b / 2);
}
else
{
//red = 1 - c0.r + (c0.b / 2);
red = c0.r + 0.4;
}
ocol0 = float4(red, green, 0.0, 1.0);
}
if (c0.r < 0.35 || c0.b > 0.35)
green = c0.g + (c0.b / 2);
else
red = c0.r + 0.4;
ocol0 = vec4(red, green, 0.0, 1.0);
}

View File

@ -1,22 +1,24 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
vec4 c0 = texture(samp9, uv0);
float red = 0.0;
float green = 0.0;
float blue = 0.0;
if (c0.r < 0.50 || c0.b > 0.5)
{
blue = c0.r;
red = c0.g;
}
else
{
blue = c0.r;
green = c0.r;
}
ocol0 = float4(red, green, blue, 1.0);
}
if (c0.r < 0.50 || c0.b > 0.5)
{
blue = c0.r;
red = c0.g;
}
else
{
blue = c0.r;
green = c0.r;
}
ocol0 = vec4(red, green, blue, 1.0);
}

View File

@ -1,12 +1,17 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c1 = texRECT(samp0, uv0 - float2(1, 0)).rgba;
float4 c2 = texRECT(samp0, uv0 - float2(0, 1)).rgba;
float4 c3 = texRECT(samp0, uv0 + float2(1, 0)).rgba;
float4 c4 = texRECT(samp0, uv0 + float2(0, 1)).rgba;
float4 c0 = texture(samp9, uv0);
float4 c1 = texture(samp9, uv0 - float2(1, 0)*resolution.zw);
float4 c2 = texture(samp9, uv0 - float2(0, 1)*resolution.zw);
float4 c3 = texture(samp9, uv0 + float2(1, 0)*resolution.zw);
float4 c4 = texture(samp9, uv0 + float2(0, 1)*resolution.zw);
float red = c0.r;
float blue = c0.b;

View File

@ -1,9 +1,14 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c1 = texRECT(samp0, uv0 + float2(5,5)).rgba;
float4 c0 = texture(samp9, uv0).rgba;
float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw).rgba;
float y = (0.222 * c1.r) + (0.707 * c1.g) + (0.071 * c1.b);
float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3;
float red = c0.r;

View File

@ -1,39 +1,36 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
vec4 c0 = texture(samp9, uv0);
float red = 0.0;
float green = 0.0;
float blue = 0.0;
red = c0.r;
red = c0.r;
if (c0.r > 0.0)
{
if (c0.g > c0.r)
{
green = (c0.g - (c0.g - c0.r)) / 3;
}
}
if (c0.b > 0.0 && c0.r < 0.25)
{
red = c0.b;
green = c0.b / 3;
}
if (c0.r > 0.0)
if (c0.g > c0.r)
green = (c0.g - (c0.g - c0.r)) / 3;
if (c0.g > 0.0 && c0.r < 0.25)
{
red = c0.g;
green = c0.g / 3;
}
if (c0.b > 0.0 && c0.r < 0.25)
{
red = c0.b;
green = c0.b / 3;
}
if (((c0.r + c0.g + c0.b) / 3) > 0.9)
{
green = c0.r / 3;
}
ocol0 = float4(red, green, blue, 1.0);
}
if (c0.g > 0.0 && c0.r < 0.25)
{
red = c0.g;
green = c0.g / 3;
}
if (((c0.r + c0.g + c0.b) / 3) > 0.9)
green = c0.r / 3;
ocol0 = vec4(red, green, blue, 1.0);
}

View File

@ -1,15 +1,18 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
float avg = (c0.r + c0.g + c0.b) / 3;
vec4 c0 = texture(samp9, uv0);
float red = 0.0;
float green = 0.0;
float blue = 0.0;
float avg = (c0.r + c0.g + c0.b) / 3;
red = c0.r + (c0.g / 2) + (c0.b / 3);
green = c0.r / 3;
ocol0 = float4(red, green, blue, 1.0);
}
red = c0.r + (c0.g / 2) + (c0.b / 3);
green = c0.r / 3;
ocol0 = vec4(red, green, blue, 1.0);
}

View File

@ -1,10 +1,15 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c1 = texRECT(samp0, uv0 + float2(1,1)).rgba;
float4 c2 = texRECT(samp0, uv0 + float2(-1,-1)).rgba;
float4 c0 = texture(samp9, uv0);
float4 c1 = texture(samp9, uv0 + float2(1,1)*resolution.zw);
float4 c2 = texture(samp9, uv0 + float2(-1,-1)*resolution.zw);
float red = c0.r;
float green = c0.g;
float blue = c0.b;

View File

@ -1,8 +1,11 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float avg = (c0.r + c0.g + c0.b) / 3.0;
ocol0 = float4(avg, avg, avg, c0.a);
vec4 c0 = texture(samp9, uv0);
float avg = (c0.r + c0.g + c0.b) / 3.0;
ocol0 = vec4(avg, avg, avg, c0.a);
}

View File

@ -1,9 +1,12 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
// Info: http://www.oreillynet.com/cs/user/view/cs_msg/8691
float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
ocol0 = float4(avg, avg, avg, c0.a);
vec4 c0 = texture(samp9, uv0);
// Info: http://www.oreillynet.com/cs/user/view/cs_msg/8691
float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
ocol0 = vec4(avg, avg, avg, c0.a);
}

View File

@ -1,7 +1,9 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(1.0, 1.0, 1.0, 1.0) - c0;
ocol0 = vec4(1.0, 1.0, 1.0, 1.0) - texture(samp9, uv0);
}

View File

@ -1,7 +1,9 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(0.0, 0.0, 0.7, 1.0) - c0;
}
ocol0 = vec4(0.0, 0.0, 0.7, 1.0) - texture(samp9, uv0);
}

View File

@ -1,9 +1,14 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c1 = texRECT(samp0, uv0 + float2(5,5)).rgba;
float4 c0 = texture(samp9, uv0);
float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw);
ocol0 = c0 - c1;
}

View File

@ -1,10 +1,15 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 emboss = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*2.0f;
emboss -= (texRECT(samp0, uv0+float2(1,-1)).rgba - texRECT(samp0, uv0+float2(-1,1)).rgba);
float4 color = texRECT(samp0, uv0).rgba;
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 {

View File

@ -1,8 +1,11 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c0 = texture(samp9, uv0).rgba;
float green = c0.g;
if (c0.g < 0.50)

View File

@ -1,21 +1,26 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
//variables
int internalresolution = 1278;
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c0 = texture(samp9, uv0).rgba;
//blur
float4 blurtotal = float4(0, 0, 0, 0);
float blursize = 1.5;
blurtotal += texRECT(samp0, uv0 + float2(-blursize, -blursize));
blurtotal += texRECT(samp0, uv0 + float2(-blursize, blursize));
blurtotal += texRECT(samp0, uv0 + float2( blursize, -blursize));
blurtotal += texRECT(samp0, uv0 + float2( blursize, blursize));
blurtotal += texRECT(samp0, uv0 + float2(-blursize, 0));
blurtotal += texRECT(samp0, uv0 + float2( blursize, 0));
blurtotal += texRECT(samp0, uv0 + float2( 0, -blursize));
blurtotal += texRECT(samp0, uv0 + float2( 0, blursize));
blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, 0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, 0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0, blursize)*resolution.zw);
blurtotal *= 0.125;
c0 = blurtotal;
//greyscale
@ -23,8 +28,8 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
// brighten
grey = grey * 0.5 + 0.7;
// darken edges
float x = uv0[0];
float y = uv0[1];
float x = uv0.x * resolution.x;
float y = uv0.y * resolution.y;
if (x > internalresolution/2) x = internalresolution-x;
if (y > internalresolution/2) y = internalresolution-y;
if (x > internalresolution/2*0.95) x = internalresolution/2*0.95;

View File

@ -1,21 +1,26 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
//variables
int internalresolution = 1278;
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c0 = texture(samp9, uv0).rgba;
//blur
float4 blurtotal = float4(0, 0, 0, 0);
float blursize = 1.5;
blurtotal += texRECT(samp0, uv0 + float2(-blursize, -blursize));
blurtotal += texRECT(samp0, uv0 + float2(-blursize, blursize));
blurtotal += texRECT(samp0, uv0 + float2( blursize, -blursize));
blurtotal += texRECT(samp0, uv0 + float2( blursize, blursize));
blurtotal += texRECT(samp0, uv0 + float2(-blursize, 0));
blurtotal += texRECT(samp0, uv0 + float2( blursize, 0));
blurtotal += texRECT(samp0, uv0 + float2( 0, -blursize));
blurtotal += texRECT(samp0, uv0 + float2( 0, blursize));
blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, 0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, 0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0, blursize)*resolution.zw);
blurtotal *= 0.125;
c0 = blurtotal;
//greyscale
@ -24,12 +29,12 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
// This would have been much simpler if I could get the stupid modulo (%) to work
// If anyone who is more well versed in Cg knows how to do this it'd be slightly more efficient
// float lineIntensity = ((uv0[1] % 9) - 4) / 40;
float vPos = uv0[1] / 9;
float lineIntensity = (((vPos - (int)vPos) * 9) - 4) / 40;
float vPos = uv0.y*resolution.y / 9;
float lineIntensity = (((vPos - floor(vPos)) * 9) - 4) / 40;
grey = grey * 0.5 + 0.7 + lineIntensity;
// darken edges
float x = uv0[0];
float y = uv0[1];
float x = uv0.x * resolution.x;
float y = uv0.y * resolution.y;
if (x > internalresolution/2) x = internalresolution-x;
if (y > internalresolution/2) y = internalresolution-y;
if (x > internalresolution/2*0.95) x = internalresolution/2*0.95;

View File

@ -1,8 +1,11 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c0 = texture(samp9, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;

View File

@ -1,6 +1,9 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
inline float bound(float color)
out vec4 ocol0;
in vec2 uv0;
float bound(float color)
{
if (color < 0.35)
{
@ -13,9 +16,9 @@ inline float bound(float color)
return 1.0;
}
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
void main()
{
float4 c0 = texRECT(samp0, uv0 + float2(0,0)).rgba;
float4 c0 = texture(samp9, uv0);
ocol0 = float4(bound(c0.r), bound(c0.g), bound(c0.b), c0.a);
}

View File

@ -1,69 +1,70 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = c0.r;
float blue = c0.b;
float green = c0.g;
float factor = 2;
float max = 0.8;
float min = 0.3;
if(c0.r > c0.g && c0.b > c0.g){
if(c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05){
red = 0.7;
blue = 0.7;
green = 0.05;
}
else if(c0.r > c0.b + 0.05){
red = 0.7;
blue = 0.05;
green = 0.05;
}
else if (c0.b > c0.r + 0.05){
red = 0.05;
blue = 0.7;
green = 0.05;
}
}
vec4 c0 = texture(samp9, uv0);
float red = c0.r;
float blue = c0.b;
float green = c0.g;
float factor = 2;
float max = 0.8;
float min = 0.3;
if(c0.r > c0.b && c0.g > c0.b){
if(c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05){
red = 0.7;
blue = 0.05;
green = 0.7;
if(c0.r > c0.g && c0.b > c0.g){
if(c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05){
red = 0.7;
blue = 0.7;
green = 0.05;
}
else if(c0.r > c0.b + 0.05){
red = 0.7;
blue = 0.05;
green = 0.05;
}
else if (c0.b > c0.r + 0.05){
red = 0.05;
blue = 0.7;
green = 0.05;
}
}
else if(c0.r > c0.g + 0.05){
red = 0.7;
blue = 0.05;
green = 0.05;
}
else if (c0.g > c0.r + 0.05){
red = 0.05;
blue = 0.05;
green = 0.7;
}
}
if(c0.g > c0.r && c0.b > c0.r){
if(c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05){
red = 0.05;
blue = 0.7;
green = 0.7;
if(c0.r > c0.b && c0.g > c0.b){
if(c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05){
red = 0.7;
blue = 0.05;
green = 0.7;
}
else if(c0.r > c0.g + 0.05){
red = 0.7;
blue = 0.05;
green = 0.05;
}
else if (c0.g > c0.r + 0.05){
red = 0.05;
blue = 0.05;
green = 0.7;
}
}
else if(c0.g > c0.b + 0.05){
red = 0.05;
blue = 0.05;
green = 0.7;
}
else if (c0.b > c0.g + 0.05){
red = 0.05;
blue = 0.7;
green = 0.05;
}
}
ocol0 = float4(red, green, blue, c0.a);
}
if(c0.g > c0.r && c0.b > c0.r){
if(c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05){
red = 0.05;
blue = 0.7;
green = 0.7;
}
else if(c0.g > c0.b + 0.05){
red = 0.05;
blue = 0.05;
green = 0.7;
}
else if (c0.b > c0.g + 0.05){
red = 0.05;
blue = 0.7;
green = 0.05;
}
}
ocol0 = vec4(red, green, blue, c0.a);
}

View File

@ -1,13 +1,16 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
// Same coefficients as grayscale2 at this point
float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
float red=avg;
// Not sure about these coefficients, they just seem to produce the proper yellow
float green=avg*.75;
float blue=avg*.5;
ocol0 = float4(red, green, blue, c0.a);
}
vec4 c0 = texture(samp9, uv0);
// Same coefficients as grayscale2 at this point
float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
float red=avg;
// Not sure about these coefficients, they just seem to produce the proper yellow
float green=avg*.75;
float blue=avg*.5;
ocol0 = vec4(red, green, blue, c0.a);
}

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@ -1,17 +1,22 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float4 c0 = texture(samp9, uv0).rgba;
float4 tmp = float4(0, 0, 0, 0);
tmp += c0 - texRECT(samp0, uv0 + float2(2, 2)).rgba;
tmp += c0 - texRECT(samp0, uv0 - float2(2, 2)).rgba;
tmp += c0 - texRECT(samp0, uv0 + float2(2, -2)).rgba;
tmp += c0 - texRECT(samp0, uv0 - float2(2, -2)).rgba;
tmp += c0 - texture(samp9, uv0 + float2(2, 2)*resolution.zw).rgba;
tmp += c0 - texture(samp9, uv0 - float2(2, 2)*resolution.zw).rgba;
tmp += c0 - texture(samp9, uv0 + float2(2, -2)*resolution.zw).rgba;
tmp += c0 - texture(samp9, uv0 - float2(2, -2)*resolution.zw).rgba;
float grey = ((0.222 * tmp.r) + (0.707 * tmp.g) + (0.071 * tmp.b));
// get rid of the bottom line, as it is incorrect.
if (uv0[1] < 163)
tmp = 1;
c0 = c0+1-grey*7;
if (uv0.y*resolution.y < 163)
tmp = float4(1.0, 1.0, 1.0, 1.0);
c0 = c0+1-grey*7.0;
ocol0 = float4(c0.r, c0.g, c0.b, 1);
}

View File

@ -1,20 +1,23 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float blue = 0.0;
vec4 c0 = texture(samp9, uv0);
float red = 0.0;
float blue = 0.0;
if (c0.r < 0.35 || c0.b > 0.5)
{
red = c0.g + c0.b;
}
else
{
red = c0.g + c0.b;
blue = c0.r + c0.b;
}
ocol0 = float4(red, 0.0, blue, 1.0);
}
if (c0.r < 0.35 || c0.b > 0.5)
{
red = c0.g + c0.b;
}
else
{
red = c0.g + c0.b;
blue = c0.r + c0.b;
}
ocol0 = vec4(red, 0.0, blue, 1.0);
}

View File

@ -1,22 +1,25 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
vec4 c0 = texture(samp9, uv0);
float red = 0.0;
float green = 0.0;
float blue = 0.0;
if (c0.r < 0.35 || c0.b > 0.5)
{
red = c0.g + c0.b;
}
else
{
red = c0.g + c0.b;
blue = c0.r + c0.b;
green = c0.r + c0.b;
}
ocol0 = float4(red, green, blue, 1.0);
}
if (c0.r < 0.35 || c0.b > 0.5)
{
red = c0.g + c0.b;
}
else
{
red = c0.g + c0.b;
blue = c0.r + c0.b;
green = c0.r + c0.b;
}
ocol0 = vec4(red, green, blue, 1.0);
}

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@ -1,11 +1,16 @@
// Omega's 3D Stereoscopic filtering
// TODO: Need depth info!
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba; // Source Color
float4 c0 = texture(samp9, uv0).rgba; // Source Color
float sep = 5;
float red = c0.r;
float green = c0.g;
@ -13,11 +18,11 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
// Left Eye (Red)
float4 c1 = texRECT(samp0, uv0 + float2(sep,0)).rgba;
float4 c1 = texture(samp9, uv0 + float2(sep,0)*resolution.zw).rgba;
red = max(c0.r, c1.r);
// Right Eye (Cyan)
float4 c2 = texRECT(samp0, uv0 + float2(-sep,0)).rgba;
float4 c2 = texture(samp9, uv0 + float2(-sep,0)*resolution.zw).rgba;
float cyan = (c2.g + c2.b) / 2;
green = max(c0.g, cyan);
blue = max(c0.b, cyan);

View File

@ -1,24 +1,30 @@
// Omega's 3D Stereoscopic filtering (Amber/Blue)
// TODO: Need depth info!
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba; // Source Color
float4 c0 = texture(samp9, uv0).rgba; // Source Color
float sep = 5;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
// Left Eye (Amber)
float4 c2 = texRECT(samp0, uv0 + float2(sep,0)).rgba;
float4 c2 = texture(samp9, uv0 + float2(sep,0)*resolution.zw).rgba;
float amber = (c2.r + c2.g) / 2;
red = max(c0.r, amber);
green = max(c0.g, amber);
// Right Eye (Blue)
float4 c1 = texRECT(samp0, uv0 + float2(-sep,0)).rgba;
float4 c1 = texture(samp9, uv0 + float2(-sep,0)*resolution.zw).rgba;
blue = max(c0.b, c1.b);

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@ -1,7 +1,10 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.r*1.5, c0.g*1, c0.b*0.5, c0.a);
}
vec4 c0 = texture(samp9, uv0);
ocol0 = vec4(c0.r * 1.5, c0.g * 1, c0.b * 0.5, c0.a);
}

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@ -1,7 +1,9 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.b, c0.g, c0.r, c0.a);
ocol0 = texture(samp9, uv0).bgra;
}

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@ -1,7 +1,9 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.b, c0.r, c0.g, c0.a);
}
ocol0 = texture(samp9, uv0).brga;
}

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@ -1,7 +1,9 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.g, c0.b, c0.r, c0.a);
}
ocol0 = texture(samp9, uv0).gbra;
}

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@ -1,7 +1,9 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.g, c0.r, c0.b, c0.a);
}
ocol0 = texture(samp9, uv0).grba;
}

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@ -1,7 +1,9 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(c0.r, c0.b, c0.g, c0.a);
}
ocol0 = texture(samp9, uv0).rbga;
}

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@ -1,22 +1,25 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
void main()
{
float4 c0 = texRECT(samp0, uv0).rgba;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
vec4 c0 = texture(samp9, uv0);
float red = 0.0;
float green = 0.0;
float blue = 0.0;
if (c0.r < 0.3 || c0.b > 0.5)
{
blue = c0.r + c0.b;
red = c0.g + c0.b / 2;
}
else
{
red = c0.g + c0.b;
green = c0.r + c0.b;
}
ocol0 = float4(red, green, blue, 1.0);
}
if (c0.r < 0.3 || c0.b > 0.5)
{
blue = c0.r + c0.b;
red = c0.g + c0.b / 2;
}
else
{
red = c0.g + c0.b;
green = c0.r + c0.b;
}
ocol0 = vec4(red, green, blue, 1.0);
}