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https://github.com/dolphin-emu/dolphin.git
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More Shaders :), Fire2, Stereoscopic, toxic, christmas, and more...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3438 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -4,16 +4,13 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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green = c0.g;
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if (c0.r > 0.25 && c0.b > 0.25)
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{
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blue = c0.b;
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red = c0.r;
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}
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ocol0 = float4(red, green, blue, 1.0);
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ocol0 = float4(red, c0.g, blue, 1.0);
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}
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19
Data/User/Shaders/chrismas.txt
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19
Data/User/Shaders/chrismas.txt
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@ -0,0 +1,19 @@
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float red = 0.0;
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float green = 0.0;
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if (c0.r < 0.50 || c0.b > 0.5)
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{
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green = c0.g + (c0.b / 2);
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}
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else
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{
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red = c0.r + (c0.b / 2);
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}
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ocol0 = float4(red, green, 0.0, 1.0);
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}
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@ -3,13 +3,5 @@ uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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red = c0.g;
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green = c0.b;
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blue = c0.r;
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ocol0 = float4(red, green, blue, 1.0);
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ocol0 = float4(c0.g, c0.b,c0.r, 1.0);
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}
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22
Data/User/Shaders/cool1.txt
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22
Data/User/Shaders/cool1.txt
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@ -0,0 +1,22 @@
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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if (c0.r < 0.50 || c0.b > 0.5)
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{
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blue = c0.r + (c0.b / 2);
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red = c0.g + (c0.b / 2);
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}
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else
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{
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blue = c0.r + (c0.b / 2);
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green = c0.r + (c0.b / 2);
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}
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ocol0 = float4(red, green, blue, 1.0);
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}
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@ -9,6 +9,7 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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red = c0.r;
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if (c0.r > 0.0)
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{
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if (c0.g > c0.r)
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@ -17,5 +18,22 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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}
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}
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if (c0.b > 0.0 && c0.r < 0.25)
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{
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red = c0.b;
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green = c0.b / 3;
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}
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if (c0.g > 0.0 && c0.r < 0.25)
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{
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red = c0.g;
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green = c0.g / 3;
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}
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if (((c0.r + c0.g + c0.b) / 3) > 0.9)
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{
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green = c0.r / 3;
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}
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ocol0 = float4(red, green, blue, 1.0);
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}
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15
Data/User/Shaders/fire2.txt
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15
Data/User/Shaders/fire2.txt
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@ -0,0 +1,15 @@
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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float avg = (c0.r + c0.g + c0.b) / 3;
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red = c0.r + (c0.g / 2) + (c0.b / 3);
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green = c0.r / 3;
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ocol0 = float4(red, green, blue, 1.0);
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}
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@ -3,16 +3,12 @@ uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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green = c0.g;
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float green = c0.g;
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if (c0.g < 0.50)
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{
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green = c0.r + c0.b;
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}
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ocol0 = float4(red, green, blue, 1.0);
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ocol0 = float4(0.0, green, 0.0, 1.0);
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}
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@ -3,9 +3,9 @@ uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float red;
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float green;
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float blue;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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if (c0.r > 0.25)
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{
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20
Data/User/Shaders/spookey1.txt
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20
Data/User/Shaders/spookey1.txt
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@ -0,0 +1,20 @@
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float red = 0.0;
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float blue = 0.0;
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if (c0.r < 0.50 || c0.b > 0.5)
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{
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red = c0.g + (c0.b / 2);
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}
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else
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{
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red = c0.g + (c0.b / 2);
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blue = c0.r + (c0.b / 2);
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}
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ocol0 = float4(red, 0.0, blue, 1.0);
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}
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22
Data/User/Shaders/spookey2.txt
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22
Data/User/Shaders/spookey2.txt
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@ -0,0 +1,22 @@
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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if (c0.r < 0.50 || c0.b > 0.5)
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{
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red = c0.g + (c0.b / 2);
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}
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else
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{
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red = c0.g + (c0.b / 2);
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blue = c0.r + (c0.b / 2);
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green = c0.r + (c0.b / 2);
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}
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ocol0 = float4(red, green, blue, 1.0);
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}
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26
Data/User/Shaders/stereoscopic.txt
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26
Data/User/Shaders/stereoscopic.txt
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// Omega's 3D Stereoscopic filtering
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// TODO: Need depth info!
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float sep = 5;
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float4 c0 = texRECT(samp0, uv0).rgba; // Source Color
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float red = c0.r;
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float green = c0.g;
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float blue = c0.b;
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// Red Eye (Red)
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float4 c1 = texRECT(samp0, uv0 + float2(sep,0)).rgba;
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red = max(c0.r, c1.r);
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// Right Eye (Cyan)
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float4 c2 = texRECT(samp0, uv0 + float2(-sep,0)).rgba;
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float cyan = (c2.r + c2.g + c2.b) / 3;
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green = max(c0.g, cyan);
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blue = max(c0.b, cyan);
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ocol0 = float4(red, green, blue, c0.a);
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}
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Data/User/Shaders/toxic.txt
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Data/User/Shaders/toxic.txt
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@ -0,0 +1,22 @@
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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if (c0.r < 0.50 || c0.b > 0.5)
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{
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blue = c0.r + (c0.b / 2);
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red = c0.g + (c0.b / 2);
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}
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else
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{
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red = c0.g + (c0.b / 2);
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green = c0.r + (c0.b / 2);
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}
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ocol0 = float4(red, green, blue, 1.0);
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}
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