mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
make DLCache compile on linux, required some weird casting so tell me
if something broke git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3957 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
commit
9f81006bda
109
Data/User/Shaders/16bit.txt
Normal file
109
Data/User/Shaders/16bit.txt
Normal file
@ -0,0 +1,109 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
|
||||
//Change this number to increase the pixel size.
|
||||
int 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)
|
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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;
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||||
if (c0.b <0.60 && c0.b >= 0.40)
|
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blue = 0.60;
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||||
if (c0.b <0.80 && c0.b >= 0.60)
|
||||
blue = 0.80;
|
||||
if (c0.b >= 0.80)
|
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blue = 1;
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|
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|
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if (c0.g < 0.1 && c0.g >= 0)
|
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green = 0.1;
|
||||
if (c0.g < 0.20 && c0.g >= 0.1)
|
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green = 0.20;
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if (c0.g <0.40 && c0.g >= 0.20)
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green = 0.40;
|
||||
if (c0.g <0.60 && c0.g >= 0.40)
|
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green = 0.60;
|
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if (c0.g <0.80 && c0.g >= 0.60)
|
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green = 0.80;
|
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if (c0.g >= 0.80)
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green = 1;
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||||
|
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}
|
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else{
|
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float4 c1 = texRECT(samp0, uv0-float2(val, val2)).rgba;
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if (c1.r < 0.1 && c1.r >= 0)
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red = 0.1;
|
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if (c1.r < 0.20 && c1.r >= 0.1)
|
||||
red = 0.20;
|
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if (c1.r <0.40 && c1.r >= 0.20)
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red = 0.40;
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if (c1.r <0.60 && c1.r >= 0.40)
|
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red = 0.60;
|
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if (c1.r <0.80 && c1.r >= 0.60)
|
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red = 0.80;
|
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if (c1.r >= 0.80)
|
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red = 1;
|
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|
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if (c1.b < 0.1 && c1.b >= 0)
|
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blue = 0.1;
|
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if (c1.b < 0.20 && c1.b >= 0.1)
|
||||
blue = 0.20;
|
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if (c1.b <0.40 && c1.b >= 0.20)
|
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blue = 0.40;
|
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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)
|
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blue = 1;
|
||||
|
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|
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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;
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||||
|
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}
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ocol0 = float4(red, green, blue, c0.a);
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||||
}
|
157
Data/User/Shaders/32bit.txt
Normal file
157
Data/User/Shaders/32bit.txt
Normal file
@ -0,0 +1,157 @@
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||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
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||||
|
||||
//Change this number to increase the pixel size.
|
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int pixelSize = 2;
|
||||
|
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float red = 0.0;
|
||||
float green = 0.0;
|
||||
float blue = 0.0;
|
||||
int val = uv0[0];
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int val2 = uv0[1];
|
||||
|
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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;
|
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if (c0.r <0.46 && c0.r >= 0.33)
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red = 0.46;
|
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if (c0.r <0.60 && c0.r >= 0.46)
|
||||
red = 0.60;
|
||||
if (c0.r <0.73 && c0.r >= 0.60)
|
||||
red = 0.73;
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||||
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;
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||||
|
||||
|
||||
if (c0.g < 0.06 && c0.g >= 0)
|
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green = 0.06;
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||||
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;
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||||
if (c0.g <0.73 && c0.g >= 0.60)
|
||||
green = 0.73;
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||||
if (c0.g <0.80 && c0.g >= 0.73)
|
||||
green = 0.80;
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||||
if( c0.g <0.93 && c0.g >= 0.80)
|
||||
green = 0.93;
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||||
if (c0.g <=1 && c0.g >= 0.93)
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green = 1;
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}
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else{
|
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float4 c1 = texRECT(samp0, uv0-float2(val, val2)).rgba;
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||||
|
||||
if (c1.r < 0.06 && c1.r >= 0)
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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;
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||||
if (c1.r <0.73 && c1.r >= 0.60)
|
||||
red = 0.73;
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||||
if (c1.r <0.80 && c1.r >= 0.73)
|
||||
red = 0.80;
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||||
if (c1.r <0.93 && c1.r >= 0.80)
|
||||
red = 0.93;
|
||||
if (c1.r <=1 && c1.r >= 0.93)
|
||||
red = 1;
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||||
|
||||
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)
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blue = 0.60;
|
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if (c1.b <0.73 && c1.b >= 0.60)
|
||||
blue = 0.73;
|
||||
if (c1.b <0.80 && c1.b >= 0.73)
|
||||
blue = 0.80;
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if( c1.b <0.93 && c1.b >= 0.80)
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||||
blue = 0.93;
|
||||
if (c1.b <=1 && c1.b >= 0.93)
|
||||
blue = 1;
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||||
|
||||
|
||||
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)
|
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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);
|
||||
}
|
15
Data/User/Shaders/README.txt
Normal file
15
Data/User/Shaders/README.txt
Normal file
@ -0,0 +1,15 @@
|
||||
//dummy shader:
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
ocol0 = float4(c0.r, c0.g, c0.b, c0.a);
|
||||
}
|
||||
/*
|
||||
And now that's over with, the contents of this readme file!
|
||||
For best results, turn Wordwrap formatting on...
|
||||
The shaders shown in the dropdown box in the video plugin configuration window are kept in the directory named User/Data/Shaders. They are linked in to the dolphin source from the repository at <http://dolphin-shaders-database.googlecode.com/svn/trunk/>. See <http://code.google.com/p/dolphin-shaders-database/wiki/Documentation> for more details on the way shaders work.
|
||||
|
||||
This file will hopefully hold more content in future...
|
||||
*/
|
18
Data/User/Shaders/acidmetal.txt
Normal file
18
Data/User/Shaders/acidmetal.txt
Normal file
@ -0,0 +1,18 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
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);
|
||||
|
||||
ocol0 = float4(red, green, blue, 1.0);
|
||||
}
|
6
Data/User/Shaders/acidtrip.txt
Normal file
6
Data/User/Shaders/acidtrip.txt
Normal file
@ -0,0 +1,6 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
ocol0 = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*8;
|
||||
}
|
6
Data/User/Shaders/acidtrip2.txt
Normal file
6
Data/User/Shaders/acidtrip2.txt
Normal file
@ -0,0 +1,6 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
ocol0 = texRECT(samp0, uv0+1).rgba * 1.3 * abs(texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*8;
|
||||
}
|
16
Data/User/Shaders/auto_toon.txt
Normal file
16
Data/User/Shaders/auto_toon.txt
Normal file
@ -0,0 +1,16 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
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;
|
||||
|
||||
ocol0 = max(color - float4(edge, edge, edge, edge) * 12, float4(0,0,0,0));
|
||||
}
|
99
Data/User/Shaders/auto_toon2.txt
Normal file
99
Data/User/Shaders/auto_toon2.txt
Normal file
@ -0,0 +1,99 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
//Changethis to increase the number of colors.
|
||||
float 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;
|
||||
|
||||
float4 c0 = max(color - float4(edge, edge, edge, edge) * 12, float4(0,0,0,0));
|
||||
|
||||
//Change this number to increase the pixel size.
|
||||
int pixelSize = 1;
|
||||
|
||||
|
||||
float red = 0.0;
|
||||
float green = 0.0;
|
||||
float blue = 0.0;
|
||||
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;
|
||||
|
||||
//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;
|
||||
|
||||
if ( c0.r <= colorN && c0.r >= colorB && rr == false ){
|
||||
if (count == 1){
|
||||
if(colorN >= 0.1)
|
||||
red = 0.01;
|
||||
else
|
||||
red = colorN;
|
||||
}
|
||||
else if (count == numColors)
|
||||
red = 0.95;
|
||||
else
|
||||
red = colorN ;
|
||||
|
||||
rr = true;
|
||||
}
|
||||
|
||||
if (c0.b <= colorN && c0.b >= colorB && bb == false){
|
||||
if (count == 1){
|
||||
if(colorN >= 0.1)
|
||||
blue = 0.01;
|
||||
else
|
||||
blue = colorN;
|
||||
}
|
||||
else if (count == numColors)
|
||||
blue = 0.95;
|
||||
else
|
||||
blue = colorN ;
|
||||
|
||||
bb = true;
|
||||
}
|
||||
|
||||
if (c0.g <= colorN && c0.g >= colorB && gg == false){
|
||||
if (count == 1){
|
||||
if(colorN >= 0.1)
|
||||
green = 0.01;
|
||||
else
|
||||
green = colorN;
|
||||
}
|
||||
else if (count == numColors)
|
||||
green = 0.95 ;
|
||||
else
|
||||
green = colorN ;
|
||||
gg = true;
|
||||
}
|
||||
|
||||
colorB = count / numColors;
|
||||
if(rr == true && bb == true && gg == true)
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
ocol0 = float4(red, green, blue, c0.a);
|
||||
}
|
38
Data/User/Shaders/bad_bloom.txt
Normal file
38
Data/User/Shaders/bad_bloom.txt
Normal file
@ -0,0 +1,38 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0, in float2 uv1 : TEXCOORD1)
|
||||
{
|
||||
float4 c_center = texRECT(samp0, uv0.xy).rgba;
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
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;
|
||||
float dist = (dot(vpos, vpos));
|
||||
dist = 1 - 0.4*dist;
|
||||
|
||||
ocol0 = (c_center * 0.7 + bloom_sum) * dist;
|
||||
}
|
8
Data/User/Shaders/brighten.txt
Normal file
8
Data/User/Shaders/brighten.txt
Normal file
@ -0,0 +1,8 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
c0 += c0 * 2;
|
||||
ocol0 = float4(c0.r, c0.g, c0.b, c0.a);
|
||||
}
|
20
Data/User/Shaders/chrismas.txt
Normal file
20
Data/User/Shaders/chrismas.txt
Normal file
@ -0,0 +1,20 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
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);
|
||||
}
|
22
Data/User/Shaders/cool1.txt
Normal file
22
Data/User/Shaders/cool1.txt
Normal file
@ -0,0 +1,22 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
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);
|
||||
}
|
36
Data/User/Shaders/darkerbrighter.txt
Normal file
36
Data/User/Shaders/darkerbrighter.txt
Normal file
@ -0,0 +1,36 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
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;
|
||||
|
||||
float red = c0.r;
|
||||
float blue = c0.b;
|
||||
float green = c0.g;
|
||||
|
||||
float red2 = (c1.r + c2.r + c3.r + c4.r) / 4;
|
||||
float blue2 = (c1.b + c2.b + c3.b + c4.b) / 4;
|
||||
float green2 = (c1.g + c2.g + c3.g + c4.g) / 4;
|
||||
|
||||
if(red2 > 0.3)
|
||||
red = c0.r + c0.r / 2 ;
|
||||
else
|
||||
red = c0.r - c0.r / 2 ;
|
||||
|
||||
if(green2 > 0.3)
|
||||
green = c0.g+ c0.g / 2;
|
||||
else
|
||||
green = c0.g - c0.g / 2;
|
||||
|
||||
|
||||
if(blue2 > 0.3)
|
||||
blue = c0.b+ c0.b / 2 ;
|
||||
else
|
||||
blue = c0.b - c0.b / 2 ;
|
||||
|
||||
ocol0 = float4(red, green, blue, c0.a);
|
||||
}
|
19
Data/User/Shaders/emboss.txt
Normal file
19
Data/User/Shaders/emboss.txt
Normal file
@ -0,0 +1,19 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
float4 c1 = texRECT(samp0, uv0 + float2(5,5)).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;
|
||||
float green = c0.g;
|
||||
float blue = c0.b;
|
||||
float alpha = c0.a;
|
||||
|
||||
red = y2 + (1 - y);
|
||||
green = y2 + (1 - y);
|
||||
blue = y2 + (1 - y);
|
||||
|
||||
ocol0 = float4(red, green, blue, alpha);
|
||||
}
|
39
Data/User/Shaders/fire.txt
Normal file
39
Data/User/Shaders/fire.txt
Normal file
@ -0,0 +1,39 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
float red = 0.0;
|
||||
float green = 0.0;
|
||||
float blue = 0.0;
|
||||
|
||||
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.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 = float4(red, green, blue, 1.0);
|
||||
}
|
15
Data/User/Shaders/fire2.txt
Normal file
15
Data/User/Shaders/fire2.txt
Normal file
@ -0,0 +1,15 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
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;
|
||||
|
||||
red = c0.r + (c0.g / 2) + (c0.b / 3);
|
||||
green = c0.r / 3;
|
||||
|
||||
ocol0 = float4(red, green, blue, 1.0);
|
||||
}
|
17
Data/User/Shaders/firewater.txt
Normal file
17
Data/User/Shaders/firewater.txt
Normal file
@ -0,0 +1,17 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
float4 c1 = texRECT(samp0, uv0 + float2(1,1)).rgba;
|
||||
float4 c2 = texRECT(samp0, uv0 + float2(-1,-1)).rgba;
|
||||
float red = c0.r;
|
||||
float green = c0.g;
|
||||
float blue = c0.b;
|
||||
float alpha = c0.a;
|
||||
|
||||
red = c0.r - c1.b;
|
||||
blue = c0.b - c2.r + (c0.g - c0.r);
|
||||
|
||||
ocol0 = float4(red, 0.0, blue, alpha);
|
||||
}
|
8
Data/User/Shaders/grayscale.txt
Normal file
8
Data/User/Shaders/grayscale.txt
Normal file
@ -0,0 +1,8 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
float avg = (c0.r + c0.g + c0.b) / 3.0;
|
||||
ocol0 = float4(avg, avg, avg, c0.a);
|
||||
}
|
9
Data/User/Shaders/grayscale2.txt
Normal file
9
Data/User/Shaders/grayscale2.txt
Normal file
@ -0,0 +1,9 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
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);
|
||||
}
|
7
Data/User/Shaders/invert.txt
Normal file
7
Data/User/Shaders/invert.txt
Normal file
@ -0,0 +1,7 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
ocol0 = float4(1.0, 1.0, 1.0, 1.0) - c0;
|
||||
}
|
7
Data/User/Shaders/invert_blue.txt
Normal file
7
Data/User/Shaders/invert_blue.txt
Normal file
@ -0,0 +1,7 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
ocol0 = float4(0.0, 0.0, 0.7, 1.0) - c0;
|
||||
}
|
9
Data/User/Shaders/invertedoutline.txt
Normal file
9
Data/User/Shaders/invertedoutline.txt
Normal file
@ -0,0 +1,9 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
float4 c1 = texRECT(samp0, uv0 + float2(5,5)).rgba;
|
||||
|
||||
ocol0 = c0 - c1;
|
||||
}
|
17
Data/User/Shaders/mad_world.txt
Normal file
17
Data/User/Shaders/mad_world.txt
Normal file
@ -0,0 +1,17 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
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;
|
||||
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);
|
||||
}
|
||||
}
|
14
Data/User/Shaders/nightvision.txt
Normal file
14
Data/User/Shaders/nightvision.txt
Normal file
@ -0,0 +1,14 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
float green = c0.g;
|
||||
|
||||
if (c0.g < 0.50)
|
||||
{
|
||||
green = c0.r + c0.b;
|
||||
}
|
||||
|
||||
ocol0 = float4(0.0, green, 0.0, 1.0);
|
||||
}
|
51
Data/User/Shaders/nightvision2.txt
Normal file
51
Data/User/Shaders/nightvision2.txt
Normal file
@ -0,0 +1,51 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
//variables
|
||||
int internalresolution = 1278;
|
||||
float4 c0 = texRECT(samp0, 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 *= 0.125;
|
||||
c0 = blurtotal;
|
||||
//greyscale
|
||||
float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
|
||||
// brighten
|
||||
grey = grey * 0.5 + 0.7;
|
||||
// darken edges
|
||||
float x = uv0[0];
|
||||
float y = uv0[1];
|
||||
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;
|
||||
if (y > internalresolution/2*0.95) y = internalresolution/2*0.95;
|
||||
x = -x+641;
|
||||
y = -y+641;
|
||||
/*****inline square root routines*****/
|
||||
// bit of a performance bottleneck.
|
||||
// neccessary to make the darkened area rounded
|
||||
// instead of rhombus-shaped.
|
||||
float sqrt=x/10;
|
||||
while((sqrt*sqrt) < x) sqrt+=0.1;
|
||||
x = sqrt;
|
||||
sqrt=y/10;
|
||||
while((sqrt*sqrt) < y) sqrt+=0.1;
|
||||
y = sqrt;
|
||||
/*****end of inline square root routines*****/
|
||||
x *= 2;
|
||||
y *= 2;
|
||||
grey -= x/200;
|
||||
grey -= y/200;
|
||||
// output
|
||||
ocol0 = float4(0, grey, 0, 1.0);
|
||||
}
|
56
Data/User/Shaders/nightvision2scanlines.txt
Normal file
56
Data/User/Shaders/nightvision2scanlines.txt
Normal file
@ -0,0 +1,56 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
//variables
|
||||
int internalresolution = 1278;
|
||||
float4 c0 = texRECT(samp0, 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 *= 0.125;
|
||||
c0 = blurtotal;
|
||||
//greyscale
|
||||
float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
|
||||
// brighten and apply horizontal scanlines
|
||||
// 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;
|
||||
grey = grey * 0.5 + 0.7 + lineIntensity;
|
||||
// darken edges
|
||||
float x = uv0[0];
|
||||
float y = uv0[1];
|
||||
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;
|
||||
if (y > internalresolution/2*0.95) y = internalresolution/2*0.95;
|
||||
x = -x+641;
|
||||
y = -y+641;
|
||||
/*****inline square root routines*****/
|
||||
// bit of a performance bottleneck.
|
||||
// neccessary to make the darkened area rounded
|
||||
// instead of rhombus-shaped.
|
||||
float sqrt=x/10;
|
||||
while((sqrt*sqrt) < x) sqrt+=0.1;
|
||||
x = sqrt;
|
||||
sqrt=y/10;
|
||||
while((sqrt*sqrt) < y) sqrt+=0.1;
|
||||
y = sqrt;
|
||||
/*****end of inline square root routines*****/
|
||||
x *= 2;
|
||||
y *= 2;
|
||||
grey -= x/200;
|
||||
grey -= y/200;
|
||||
// output
|
||||
ocol0 = float4(0, grey, 0, 1.0);
|
||||
}
|
26
Data/User/Shaders/posterize.txt
Normal file
26
Data/User/Shaders/posterize.txt
Normal file
@ -0,0 +1,26 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
float red = 0.0;
|
||||
float green = 0.0;
|
||||
float blue = 0.0;
|
||||
|
||||
if (c0.r > 0.25)
|
||||
{
|
||||
red = c0.r;
|
||||
}
|
||||
|
||||
if (c0.g > 0.25)
|
||||
{
|
||||
green = c0.g;
|
||||
}
|
||||
|
||||
if (c0.b > 0.25)
|
||||
{
|
||||
blue = c0.b;
|
||||
}
|
||||
|
||||
ocol0 = float4(red, green, blue, 1.0);
|
||||
}
|
21
Data/User/Shaders/posterize2.txt
Normal file
21
Data/User/Shaders/posterize2.txt
Normal file
@ -0,0 +1,21 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
inline float bound(float color)
|
||||
{
|
||||
if (color < 0.35)
|
||||
{
|
||||
if (color < 0.25)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
return 0.5;
|
||||
}
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0 + float2(0,0)).rgba;
|
||||
ocol0 = float4(bound(c0.r), bound(c0.g), bound(c0.b), c0.a);
|
||||
}
|
||||
|
69
Data/User/Shaders/primarycolors.txt
Normal file
69
Data/User/Shaders/primarycolors.txt
Normal file
@ -0,0 +1,69 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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 = float4(red, green, blue, c0.a);
|
||||
}
|
13
Data/User/Shaders/sepia.txt
Normal file
13
Data/User/Shaders/sepia.txt
Normal file
@ -0,0 +1,13 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
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);
|
||||
}
|
17
Data/User/Shaders/sketchy.txt
Normal file
17
Data/User/Shaders/sketchy.txt
Normal file
@ -0,0 +1,17 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, 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;
|
||||
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;
|
||||
ocol0 = float4(c0.r, c0.g, c0.b, 1);
|
||||
}
|
20
Data/User/Shaders/spookey1.txt
Normal file
20
Data/User/Shaders/spookey1.txt
Normal file
@ -0,0 +1,20 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
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);
|
||||
}
|
22
Data/User/Shaders/spookey2.txt
Normal file
22
Data/User/Shaders/spookey2.txt
Normal file
@ -0,0 +1,22 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
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);
|
||||
}
|
27
Data/User/Shaders/stereoscopic.txt
Normal file
27
Data/User/Shaders/stereoscopic.txt
Normal file
@ -0,0 +1,27 @@
|
||||
// Omega's 3D Stereoscopic filtering
|
||||
// TODO: Need depth info!
|
||||
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba; // Source Color
|
||||
float sep = 5;
|
||||
float red = c0.r;
|
||||
float green = c0.g;
|
||||
float blue = c0.b;
|
||||
|
||||
|
||||
// Left Eye (Red)
|
||||
float4 c1 = texRECT(samp0, uv0 + float2(sep,0)).rgba;
|
||||
red = max(c0.r, c1.r);
|
||||
|
||||
// Right Eye (Cyan)
|
||||
float4 c2 = texRECT(samp0, uv0 + float2(-sep,0)).rgba;
|
||||
float cyan = (c2.g + c2.b) / 2;
|
||||
green = max(c0.g, cyan);
|
||||
blue = max(c0.b, cyan);
|
||||
|
||||
|
||||
ocol0 = float4(red, green, blue, c0.a);
|
||||
}
|
26
Data/User/Shaders/stereoscopic2.txt
Normal file
26
Data/User/Shaders/stereoscopic2.txt
Normal file
@ -0,0 +1,26 @@
|
||||
// Omega's 3D Stereoscopic filtering (Amber/Blue)
|
||||
// TODO: Need depth info!
|
||||
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, 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;
|
||||
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;
|
||||
blue = max(c0.b, c1.b);
|
||||
|
||||
|
||||
ocol0 = float4(red, green, blue, c0.a);
|
||||
}
|
7
Data/User/Shaders/sunset.txt
Normal file
7
Data/User/Shaders/sunset.txt
Normal file
@ -0,0 +1,7 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
ocol0 = float4(c0.r*1.5, c0.g*1, c0.b*0.5, c0.a);
|
||||
}
|
7
Data/User/Shaders/swap_RGB_BGR.txt
Normal file
7
Data/User/Shaders/swap_RGB_BGR.txt
Normal file
@ -0,0 +1,7 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
ocol0 = float4(c0.b, c0.g, c0.r, c0.a);
|
||||
}
|
7
Data/User/Shaders/swap_RGB_BRG.txt
Normal file
7
Data/User/Shaders/swap_RGB_BRG.txt
Normal file
@ -0,0 +1,7 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
ocol0 = float4(c0.b, c0.r, c0.g, c0.a);
|
||||
}
|
7
Data/User/Shaders/swap_RGB_GBR.txt
Normal file
7
Data/User/Shaders/swap_RGB_GBR.txt
Normal file
@ -0,0 +1,7 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
ocol0 = float4(c0.g, c0.b, c0.r, c0.a);
|
||||
}
|
7
Data/User/Shaders/swap_RGB_GRB.txt
Normal file
7
Data/User/Shaders/swap_RGB_GRB.txt
Normal file
@ -0,0 +1,7 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
ocol0 = float4(c0.g, c0.r, c0.b, c0.a);
|
||||
}
|
7
Data/User/Shaders/swap_RGB_RBG.txt
Normal file
7
Data/User/Shaders/swap_RGB_RBG.txt
Normal file
@ -0,0 +1,7 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
ocol0 = float4(c0.r, c0.b, c0.g, c0.a);
|
||||
}
|
22
Data/User/Shaders/toxic.txt
Normal file
22
Data/User/Shaders/toxic.txt
Normal file
@ -0,0 +1,22 @@
|
||||
uniform samplerRECT samp0 : register(s0);
|
||||
|
||||
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
|
||||
{
|
||||
float4 c0 = texRECT(samp0, uv0).rgba;
|
||||
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);
|
||||
}
|
5655
Languages/po/ar.po
Normal file
5655
Languages/po/ar.po
Normal file
File diff suppressed because it is too large
Load Diff
6153
Languages/po/ca.po
Normal file
6153
Languages/po/ca.po
Normal file
File diff suppressed because it is too large
Load Diff
6095
Languages/po/cs.po
Normal file
6095
Languages/po/cs.po
Normal file
File diff suppressed because it is too large
Load Diff
6242
Languages/po/de.po
Normal file
6242
Languages/po/de.po
Normal file
File diff suppressed because it is too large
Load Diff
5094
Languages/po/dolphin-emu.pot
Normal file
5094
Languages/po/dolphin-emu.pot
Normal file
File diff suppressed because it is too large
Load Diff
6383
Languages/po/el.po
Normal file
6383
Languages/po/el.po
Normal file
File diff suppressed because it is too large
Load Diff
5093
Languages/po/en.po
Normal file
5093
Languages/po/en.po
Normal file
File diff suppressed because it is too large
Load Diff
6287
Languages/po/es.po
Normal file
6287
Languages/po/es.po
Normal file
File diff suppressed because it is too large
Load Diff
6069
Languages/po/fr.po
Normal file
6069
Languages/po/fr.po
Normal file
File diff suppressed because it is too large
Load Diff
5114
Languages/po/he.po
Normal file
5114
Languages/po/he.po
Normal file
File diff suppressed because it is too large
Load Diff
6292
Languages/po/hu.po
Normal file
6292
Languages/po/hu.po
Normal file
File diff suppressed because it is too large
Load Diff
6552
Languages/po/it.po
Normal file
6552
Languages/po/it.po
Normal file
File diff suppressed because it is too large
Load Diff
6209
Languages/po/ja.po
Normal file
6209
Languages/po/ja.po
Normal file
File diff suppressed because it is too large
Load Diff
6219
Languages/po/ko.po
Normal file
6219
Languages/po/ko.po
Normal file
File diff suppressed because it is too large
Load Diff
6177
Languages/po/nb.po
Normal file
6177
Languages/po/nb.po
Normal file
File diff suppressed because it is too large
Load Diff
5786
Languages/po/nl.po
Normal file
5786
Languages/po/nl.po
Normal file
File diff suppressed because it is too large
Load Diff
6222
Languages/po/pl.po
Normal file
6222
Languages/po/pl.po
Normal file
File diff suppressed because it is too large
Load Diff
6150
Languages/po/pt.po
Normal file
6150
Languages/po/pt.po
Normal file
File diff suppressed because it is too large
Load Diff
6180
Languages/po/pt_BR.po
Normal file
6180
Languages/po/pt_BR.po
Normal file
File diff suppressed because it is too large
Load Diff
5872
Languages/po/ru.po
Normal file
5872
Languages/po/ru.po
Normal file
File diff suppressed because it is too large
Load Diff
5200
Languages/po/sr.po
Normal file
5200
Languages/po/sr.po
Normal file
File diff suppressed because it is too large
Load Diff
6249
Languages/po/tr.po
Normal file
6249
Languages/po/tr.po
Normal file
File diff suppressed because it is too large
Load Diff
5990
Languages/po/zh_CN.po
Normal file
5990
Languages/po/zh_CN.po
Normal file
File diff suppressed because it is too large
Load Diff
5923
Languages/po/zh_TW.po
Normal file
5923
Languages/po/zh_TW.po
Normal file
File diff suppressed because it is too large
Load Diff
@ -19,6 +19,7 @@
|
||||
#define _VERTEXLOADERMANAGER_H
|
||||
|
||||
#include "Common.h"
|
||||
#include <string>
|
||||
|
||||
namespace VertexLoaderManager
|
||||
{
|
||||
|
@ -302,7 +302,7 @@ bool CompileAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
|
||||
INCSTAT(stats.thisFrame.numCPLoads);
|
||||
|
||||
// Compile
|
||||
emitter.ABI_CallFunctionCC(&LoadCPReg, sub_cmd, value);
|
||||
emitter.ABI_CallFunctionCC((void *)&LoadCPReg, sub_cmd, value);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -321,7 +321,7 @@ bool CompileAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
|
||||
INCSTAT(stats.thisFrame.numXFLoads);
|
||||
|
||||
// Compile
|
||||
emitter.ABI_CallFunctionCCP(&LoadXFReg, transfer_size, address, data_buffer);
|
||||
emitter.ABI_CallFunctionCCP((void *)&LoadXFReg, transfer_size, address, data_buffer);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -331,7 +331,7 @@ bool CompileAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
|
||||
// Execute
|
||||
LoadIndexedXF(value, 0xC);
|
||||
// Compile
|
||||
emitter.ABI_CallFunctionCC(&LoadIndexedXF, value, 0xC);
|
||||
emitter.ABI_CallFunctionCC((void *)&LoadIndexedXF, value, 0xC);
|
||||
}
|
||||
break;
|
||||
case GX_LOAD_INDX_B: //used for normal matrices
|
||||
@ -340,7 +340,7 @@ bool CompileAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
|
||||
// Execute
|
||||
LoadIndexedXF(value, 0xD);
|
||||
// Compile
|
||||
emitter.ABI_CallFunctionCC(&LoadIndexedXF, value, 0xD);
|
||||
emitter.ABI_CallFunctionCC((void *)&LoadIndexedXF, value, 0xD);
|
||||
}
|
||||
break;
|
||||
case GX_LOAD_INDX_C: //used for postmatrices
|
||||
@ -349,7 +349,7 @@ bool CompileAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
|
||||
// Execute
|
||||
LoadIndexedXF(value, 0xE);
|
||||
// Compile
|
||||
emitter.ABI_CallFunctionCC(&LoadIndexedXF, value, 0xE);
|
||||
emitter.ABI_CallFunctionCC((void *)&LoadIndexedXF, value, 0xE);
|
||||
}
|
||||
break;
|
||||
case GX_LOAD_INDX_D: //used for lights
|
||||
@ -358,7 +358,7 @@ bool CompileAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
|
||||
// Execute
|
||||
LoadIndexedXF(value, 0xF);
|
||||
// Compile
|
||||
emitter.ABI_CallFunctionCC(&LoadIndexedXF, value, 0xF);
|
||||
emitter.ABI_CallFunctionCC((void *)&LoadIndexedXF, value, 0xF);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -381,7 +381,7 @@ bool CompileAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
|
||||
LoadBPReg(bp_cmd);
|
||||
INCSTAT(stats.thisFrame.numBPLoads);
|
||||
// Compile
|
||||
emitter.ABI_CallFunctionC(&LoadBPReg, bp_cmd);
|
||||
emitter.ABI_CallFunctionC((void *)&LoadBPReg, bp_cmd);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -410,7 +410,7 @@ bool CompileAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
|
||||
emitter.MOV(32, M(&g_pVideoData), R(EAX));
|
||||
#endif
|
||||
emitter.ABI_CallFunctionCCC(
|
||||
&VertexLoaderManager::RunVertices,
|
||||
(void *)&VertexLoaderManager::RunVertices,
|
||||
cmd_byte & GX_VAT_MASK, // Vertex loader index (0 - 7)
|
||||
(cmd_byte & GX_PRIMITIVE_MASK) >> GX_PRIMITIVE_SHIFT,
|
||||
numVertices);
|
||||
|
@ -12,6 +12,7 @@ name = "Plugin_VideoOGL"
|
||||
files = [
|
||||
'BPFunctions.cpp',
|
||||
'Config.cpp',
|
||||
'DLCache.cpp',
|
||||
'rasterfont.cpp',
|
||||
'Render.cpp',
|
||||
'TextureMngr.cpp',
|
||||
|
Loading…
Reference in New Issue
Block a user