mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
Overlay the user Shaders/ over the shared one to avoid copying files
This commit is contained in:
61
Data/Sys/Shaders/16bit.glsl
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61
Data/Sys/Shaders/16bit.glsl
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@ -0,0 +1,61 @@
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uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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//Change this number to increase the pixel size.
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float pixelSize = 3;
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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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vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw;
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vec4 c0 = texture(samp9, pos);
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if (c0.r < 0.1)
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red = 0.1;
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else if (c0.r < 0.20)
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red = 0.20;
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else if (c0.r < 0.40)
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red = 0.40;
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else if (c0.r < 0.60)
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red = 0.60;
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else if (c0.r < 0.80)
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red = 0.80;
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else
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red = 1.0;
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if (c0.b < 0.1)
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blue = 0.1;
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else if (c0.b < 0.20)
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blue = 0.20;
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else if (c0.b < 0.40)
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blue = 0.40;
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else if (c0.b < 0.60)
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blue = 0.60;
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else if (c0.b < 0.80)
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blue = 0.80;
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else
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blue = 1.0;
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if (c0.g < 0.1)
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green = 0.1;
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else if (c0.g < 0.20)
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green = 0.20;
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else if (c0.g < 0.40)
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green = 0.40;
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else if (c0.g < 0.60)
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green = 0.60;
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else if (c0.g < 0.80)
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green = 0.80;
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else
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green = 1.0;
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ocol0 = vec4(red, green, blue, c0.a);
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}
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86
Data/Sys/Shaders/32bit.glsl
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86
Data/Sys/Shaders/32bit.glsl
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@ -0,0 +1,86 @@
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uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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//Change this number to increase the pixel size.
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float pixelSize = 2;
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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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vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw;
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vec4 c0 = texture(samp9, pos);
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if (c0.r < 0.06)
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red = 0.06;
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else if (c0.r < 0.13)
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red = 0.13;
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else if (c0.r < 0.26)
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red = 0.26;
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else if (c0.r < 0.33)
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red = 0.33;
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else if (c0.r < 0.46)
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red = 0.46;
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else if (c0.r < 0.60)
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red = 0.60;
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else if (c0.r < 0.73)
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red = 0.73;
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else if (c0.r < 0.80)
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red = 0.80;
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else if (c0.r < 0.93)
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red = 0.93;
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else
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red = 1.0;
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if (c0.b < 0.06)
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blue = 0.06;
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else if (c0.b < 0.13)
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blue = 0.13;
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else if (c0.b < 0.26)
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blue = 0.26;
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else if (c0.b < 0.33)
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blue = 0.33;
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else if (c0.b < 0.46)
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blue = 0.46;
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else if (c0.b < 0.60)
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blue = 0.60;
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else if (c0.b < 0.73)
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blue = 0.73;
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else if (c0.b < 0.80)
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blue = 0.80;
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else if( c0.b < 0.93)
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blue = 0.93;
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else
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blue = 1.0;
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if (c0.g < 0.06)
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green = 0.06;
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else if (c0.g < 0.13)
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green = 0.13;
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else if (c0.g < 0.26)
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green = 0.26;
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else if (c0.g < 0.33)
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green = 0.33;
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else if (c0.g < 0.46)
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green = 0.46;
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else if (c0.g < 0.60)
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green = 0.60;
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else if (c0.g < 0.73)
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green = 0.73;
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else if (c0.g < 0.80)
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green = 0.80;
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else if( c0.g < 0.93)
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green = 0.93;
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else
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green = 1.0;
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ocol0 = vec4(red, green, blue, c0.a);
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}
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18
Data/Sys/Shaders/README.txt
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18
Data/Sys/Shaders/README.txt
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@ -0,0 +1,18 @@
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//dummy shader:
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uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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ocol0 = texture(samp9, uv0);
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}
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/*
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And now that's over with, the contents of this readme file!
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For best results, turn Wordwrap formatting on...
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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.
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This file will hopefully hold more content in future...
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*/
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21
Data/Sys/Shaders/acidmetal.glsl
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21
Data/Sys/Shaders/acidmetal.glsl
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@ -0,0 +1,21 @@
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uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
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float blue = 0.0;
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if (c0.r > 0.15 && c0.b > 0.15)
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{
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blue = 0.5;
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red = 0.5;
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}
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float green = max(c0.r + c0.b, c0.g);
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ocol0 = vec4(red, green, blue, 1.0);
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}
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11
Data/Sys/Shaders/acidtrip.glsl
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11
Data/Sys/Shaders/acidtrip.glsl
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@ -0,0 +1,11 @@
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uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*8;
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}
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13
Data/Sys/Shaders/acidtrip2.glsl
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13
Data/Sys/Shaders/acidtrip2.glsl
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@ -0,0 +1,13 @@
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uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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vec4 a = texture(samp9, uv0+resolution.zw);
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vec4 b = texture(samp9, uv0-resolution.zw);
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ocol0 = ( a*a*1.3 - b )*8;
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}
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95
Data/Sys/Shaders/asciiart.glsl
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95
Data/Sys/Shaders/asciiart.glsl
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@ -0,0 +1,95 @@
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uniform sampler2D samp8; // textures
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uniform sampler2D samp9;
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const int char_width = 8;
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const int char_height = 13;
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const int char_count = 95;
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const int char_pixels = char_width*char_height;
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const vec2 char_dim = vec2(char_width, char_height);
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const vec2 font_scale = vec2(1.0/char_width/char_count, 1.0/char_height);
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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vec2 char_pos = floor(uv0*resolution.xy/char_dim);
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vec2 pixel_offset = floor(uv0*resolution.xy) - char_pos*char_dim;
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float mindiff = char_width*char_height*100; // just a big number
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float minc = 0.0;
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vec4 mina = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 minb = vec4(0.0, 0.0, 0.0, 0.0);
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for(int i=0; i<char_count; i++) {
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vec4 ff = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 f = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 ft = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 t = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 tt = vec4(0.0, 0.0, 0.0, 0.0);
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for(int x=0; x<char_width; x++) {
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for(int y=0; y<char_height; y++) {
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vec2 tex_pos = char_pos*char_dim + vec2(x,y) + 0.5;
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vec4 tex = texture(samp9, tex_pos * resolution.zw);
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vec2 font_pos = vec2(x+i*char_width, y) + 0.5;
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vec4 font = texture(samp8, font_pos * font_scale);
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// generates sum of texture and font and their squares
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ff += font*font;
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f += font;
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ft += font*tex;
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t += tex;
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tt += tex*tex;
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}
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}
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/*
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The next lines are a bit harder, hf :-)
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The idea is to find the perfect char with the perfect background color and the perfect font color.
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As this is an equation with three unknowns, we can't just try all chars and color combinations.
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As criterion how "perfect" the selection is, we compare the "mean squared error" of the resulted colors of all chars.
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So, now the big issue: how to calculate the MSE without knowing the two colors ...
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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
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So the square error of one pixel is:
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e = ( t - a⋅f - b⋅(1-f) ) ^ 2
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In longer:
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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
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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)
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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
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To find the minimum, we have to derive this by "a" and "b":
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d/da sum(e) = 2⋅a⋅ff + 2⋅b⋅f - 2⋅b⋅ff - 2⋅ft
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d/db sum(e) = 2⋅a⋅f - 2⋅a⋅ff - 4⋅b⋅f + 2⋅b⋅ff + 2⋅b⋅sum(1) + 2⋅ft - 2⋅t
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So, both equations must be zero at minimum and there is only one solution.
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*/
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vec4 a = (f*ft - ff*t + f*t - ft*char_pixels) / (f*f - ff*char_pixels);
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vec4 b = (f*ft - ff*t) / (f*f - ff*char_pixels);
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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;
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float diff_f = dot(diff, vec4(1.0, 1.0, 1.0, 1.0));
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||||
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if(diff_f < mindiff) {
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mindiff = diff_f;
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minc = i;
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mina = a;
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||||
minb = b;
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||||
}
|
||||
}
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||||
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vec2 font_pos_res = vec2(minc*char_width, 0) + pixel_offset + 0.5;
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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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||||
}
|
22
Data/Sys/Shaders/auto_toon.glsl
Normal file
22
Data/Sys/Shaders/auto_toon.glsl
Normal file
@ -0,0 +1,22 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
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 = color - vec4(edge, edge, edge, edge) * 12.0;
|
||||
}
|
92
Data/Sys/Shaders/auto_toon2.glsl
Normal file
92
Data/Sys/Shaders/auto_toon2.glsl
Normal file
@ -0,0 +1,92 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
//Changethis to increase the number of colors.
|
||||
int numColors =8;
|
||||
|
||||
float4 to_gray = float4(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;
|
||||
|
||||
float4 c0 = color - float4(edge, edge, edge, edge) * 12;
|
||||
|
||||
|
||||
|
||||
float red = 0.0;
|
||||
float green = 0.0;
|
||||
float blue = 0.0;
|
||||
bool rr = false;
|
||||
bool bb = false;
|
||||
bool gg = false;
|
||||
int count = 1;
|
||||
|
||||
float colorN = 0.0;
|
||||
float colorB = 0.0;
|
||||
|
||||
|
||||
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);
|
||||
}
|
43
Data/Sys/Shaders/bad_bloom.glsl
Normal file
43
Data/Sys/Shaders/bad_bloom.glsl
Normal file
@ -0,0 +1,43 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 c_center = texture(samp9, uv0);
|
||||
|
||||
float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
|
||||
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);
|
||||
|
||||
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 = (uv0 - float2(.5, .5)) * 2;
|
||||
float dist = (dot(vpos, vpos));
|
||||
dist = 1 - 0.4*dist;
|
||||
|
||||
ocol0 = (c_center * 0.7 + bloom_sum) * dist;
|
||||
}
|
9
Data/Sys/Shaders/brighten.glsl
Normal file
9
Data/Sys/Shaders/brighten.glsl
Normal file
@ -0,0 +1,9 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
ocol0 = texture(samp9, uv0) * 3;
|
||||
}
|
17
Data/Sys/Shaders/chrismas.glsl
Normal file
17
Data/Sys/Shaders/chrismas.glsl
Normal file
@ -0,0 +1,17 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
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 = c0.r + 0.4;
|
||||
ocol0 = vec4(red, green, 0.0, 1.0);
|
||||
}
|
24
Data/Sys/Shaders/cool1.glsl
Normal file
24
Data/Sys/Shaders/cool1.glsl
Normal file
@ -0,0 +1,24 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
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 = vec4(red, green, blue, 1.0);
|
||||
}
|
41
Data/Sys/Shaders/darkerbrighter.glsl
Normal file
41
Data/Sys/Shaders/darkerbrighter.glsl
Normal file
@ -0,0 +1,41 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
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;
|
||||
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);
|
||||
}
|
24
Data/Sys/Shaders/emboss.glsl
Normal file
24
Data/Sys/Shaders/emboss.glsl
Normal file
@ -0,0 +1,24 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
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;
|
||||
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);
|
||||
}
|
36
Data/Sys/Shaders/fire.glsl
Normal file
36
Data/Sys/Shaders/fire.glsl
Normal file
@ -0,0 +1,36 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 c0 = texture(samp9, uv0);
|
||||
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 = vec4(red, green, blue, 1.0);
|
||||
}
|
18
Data/Sys/Shaders/fire2.glsl
Normal file
18
Data/Sys/Shaders/fire2.glsl
Normal file
@ -0,0 +1,18 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
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 = vec4(red, green, blue, 1.0);
|
||||
}
|
22
Data/Sys/Shaders/firewater.glsl
Normal file
22
Data/Sys/Shaders/firewater.glsl
Normal file
@ -0,0 +1,22 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
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;
|
||||
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);
|
||||
}
|
11
Data/Sys/Shaders/grayscale.glsl
Normal file
11
Data/Sys/Shaders/grayscale.glsl
Normal file
@ -0,0 +1,11 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 c0 = texture(samp9, uv0);
|
||||
float avg = (c0.r + c0.g + c0.b) / 3.0;
|
||||
ocol0 = vec4(avg, avg, avg, c0.a);
|
||||
}
|
12
Data/Sys/Shaders/grayscale2.glsl
Normal file
12
Data/Sys/Shaders/grayscale2.glsl
Normal file
@ -0,0 +1,12 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
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);
|
||||
}
|
9
Data/Sys/Shaders/invert.glsl
Normal file
9
Data/Sys/Shaders/invert.glsl
Normal file
@ -0,0 +1,9 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
ocol0 = vec4(1.0, 1.0, 1.0, 1.0) - texture(samp9, uv0);
|
||||
}
|
9
Data/Sys/Shaders/invert_blue.glsl
Normal file
9
Data/Sys/Shaders/invert_blue.glsl
Normal file
@ -0,0 +1,9 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
ocol0 = vec4(0.0, 0.0, 0.7, 1.0) - texture(samp9, uv0);
|
||||
}
|
14
Data/Sys/Shaders/invertedoutline.glsl
Normal file
14
Data/Sys/Shaders/invertedoutline.glsl
Normal file
@ -0,0 +1,14 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 c0 = texture(samp9, uv0);
|
||||
float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw);
|
||||
|
||||
ocol0 = c0 - c1;
|
||||
}
|
22
Data/Sys/Shaders/mad_world.glsl
Normal file
22
Data/Sys/Shaders/mad_world.glsl
Normal file
@ -0,0 +1,22 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 emboss = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*2.0;
|
||||
emboss -= (texture(samp9, uv0+float2(1,-1)*resolution.zw).rgba - texture(samp9, uv0+float2(-1,1)*resolution.zw).rgba);
|
||||
float4 color = texture(samp9, uv0).rgba;
|
||||
if (color.r > 0.8 && color.b + color.b < 0.2)
|
||||
ocol0 = float4(1,0,0,0);
|
||||
else {
|
||||
color += emboss;
|
||||
if (dot(color.rgb, float3(0.3, 0.5, 0.2)) > 0.5)
|
||||
ocol0 = float4(1,1,1,1);
|
||||
else
|
||||
ocol0 = float4(0,0,0,0);
|
||||
}
|
||||
}
|
17
Data/Sys/Shaders/nightvision.glsl
Normal file
17
Data/Sys/Shaders/nightvision.glsl
Normal file
@ -0,0 +1,17 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 c0 = texture(samp9, 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);
|
||||
}
|
56
Data/Sys/Shaders/nightvision2.glsl
Normal file
56
Data/Sys/Shaders/nightvision2.glsl
Normal file
@ -0,0 +1,56 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
//variables
|
||||
int internalresolution = 1278;
|
||||
float4 c0 = texture(samp9, uv0).rgba;
|
||||
//blur
|
||||
float4 blurtotal = float4(0, 0, 0, 0);
|
||||
float blursize = 1.5;
|
||||
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
|
||||
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.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;
|
||||
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);
|
||||
}
|
61
Data/Sys/Shaders/nightvision2scanlines.glsl
Normal file
61
Data/Sys/Shaders/nightvision2scanlines.glsl
Normal file
@ -0,0 +1,61 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
//variables
|
||||
int internalresolution = 1278;
|
||||
float4 c0 = texture(samp9, uv0).rgba;
|
||||
//blur
|
||||
float4 blurtotal = float4(0, 0, 0, 0);
|
||||
float blursize = 1.5;
|
||||
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
|
||||
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.y*resolution.y / 9;
|
||||
float lineIntensity = (((vPos - floor(vPos)) * 9) - 4) / 40;
|
||||
grey = grey * 0.5 + 0.7 + lineIntensity;
|
||||
// darken edges
|
||||
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;
|
||||
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);
|
||||
}
|
29
Data/Sys/Shaders/posterize.glsl
Normal file
29
Data/Sys/Shaders/posterize.glsl
Normal file
@ -0,0 +1,29 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 c0 = texture(samp9, 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);
|
||||
}
|
24
Data/Sys/Shaders/posterize2.glsl
Normal file
24
Data/Sys/Shaders/posterize2.glsl
Normal file
@ -0,0 +1,24 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
float bound(float color)
|
||||
{
|
||||
if (color < 0.35)
|
||||
{
|
||||
if (color < 0.25)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
return 0.5;
|
||||
}
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 c0 = texture(samp9, uv0);
|
||||
ocol0 = float4(bound(c0.r), bound(c0.g), bound(c0.b), c0.a);
|
||||
}
|
||||
|
70
Data/Sys/Shaders/primarycolors.glsl
Normal file
70
Data/Sys/Shaders/primarycolors.glsl
Normal file
@ -0,0 +1,70 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
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.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 = vec4(red, green, blue, c0.a);
|
||||
}
|
16
Data/Sys/Shaders/sepia.glsl
Normal file
16
Data/Sys/Shaders/sepia.glsl
Normal file
@ -0,0 +1,16 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
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);
|
||||
}
|
22
Data/Sys/Shaders/sketchy.glsl
Normal file
22
Data/Sys/Shaders/sketchy.glsl
Normal file
@ -0,0 +1,22 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 c0 = texture(samp9, uv0).rgba;
|
||||
float4 tmp = float4(0, 0, 0, 0);
|
||||
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.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);
|
||||
}
|
23
Data/Sys/Shaders/spookey1.glsl
Normal file
23
Data/Sys/Shaders/spookey1.glsl
Normal file
@ -0,0 +1,23 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
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 = vec4(red, 0.0, blue, 1.0);
|
||||
}
|
25
Data/Sys/Shaders/spookey2.glsl
Normal file
25
Data/Sys/Shaders/spookey2.glsl
Normal file
@ -0,0 +1,25 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
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 = vec4(red, green, blue, 1.0);
|
||||
}
|
32
Data/Sys/Shaders/stereoscopic.glsl
Normal file
32
Data/Sys/Shaders/stereoscopic.glsl
Normal file
@ -0,0 +1,32 @@
|
||||
// Omega's 3D Stereoscopic filtering
|
||||
// TODO: Need depth info!
|
||||
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
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 (Red)
|
||||
float4 c1 = texture(samp9, uv0 + float2(sep,0)*resolution.zw).rgba;
|
||||
red = max(c0.r, c1.r);
|
||||
|
||||
// Right Eye (Cyan)
|
||||
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);
|
||||
|
||||
|
||||
ocol0 = float4(red, green, blue, c0.a);
|
||||
}
|
32
Data/Sys/Shaders/stereoscopic2.glsl
Normal file
32
Data/Sys/Shaders/stereoscopic2.glsl
Normal file
@ -0,0 +1,32 @@
|
||||
// Omega's 3D Stereoscopic filtering (Amber/Blue)
|
||||
// TODO: Need depth info!
|
||||
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
uniform vec4 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
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 = 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 = texture(samp9, uv0 + float2(-sep,0)*resolution.zw).rgba;
|
||||
blue = max(c0.b, c1.b);
|
||||
|
||||
|
||||
ocol0 = float4(red, green, blue, c0.a);
|
||||
}
|
10
Data/Sys/Shaders/sunset.glsl
Normal file
10
Data/Sys/Shaders/sunset.glsl
Normal file
@ -0,0 +1,10 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 c0 = texture(samp9, uv0);
|
||||
ocol0 = vec4(c0.r * 1.5, c0.g * 1, c0.b * 0.5, c0.a);
|
||||
}
|
9
Data/Sys/Shaders/swap_RGB_BGR.glsl
Normal file
9
Data/Sys/Shaders/swap_RGB_BGR.glsl
Normal file
@ -0,0 +1,9 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
ocol0 = texture(samp9, uv0).bgra;
|
||||
}
|
9
Data/Sys/Shaders/swap_RGB_BRG.glsl
Normal file
9
Data/Sys/Shaders/swap_RGB_BRG.glsl
Normal file
@ -0,0 +1,9 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
ocol0 = texture(samp9, uv0).brga;
|
||||
}
|
9
Data/Sys/Shaders/swap_RGB_GBR.glsl
Normal file
9
Data/Sys/Shaders/swap_RGB_GBR.glsl
Normal file
@ -0,0 +1,9 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
ocol0 = texture(samp9, uv0).gbra;
|
||||
}
|
9
Data/Sys/Shaders/swap_RGB_GRB.glsl
Normal file
9
Data/Sys/Shaders/swap_RGB_GRB.glsl
Normal file
@ -0,0 +1,9 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
ocol0 = texture(samp9, uv0).grba;
|
||||
}
|
9
Data/Sys/Shaders/swap_RGB_RBG.glsl
Normal file
9
Data/Sys/Shaders/swap_RGB_RBG.glsl
Normal file
@ -0,0 +1,9 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
ocol0 = texture(samp9, uv0).rbga;
|
||||
}
|
25
Data/Sys/Shaders/toxic.glsl
Normal file
25
Data/Sys/Shaders/toxic.glsl
Normal file
@ -0,0 +1,25 @@
|
||||
uniform sampler2D samp9;
|
||||
|
||||
out vec4 ocol0;
|
||||
in vec2 uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
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 = vec4(red, green, blue, 1.0);
|
||||
}
|
Reference in New Issue
Block a user