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Overlay the user Shaders/ over the shared one to avoid copying files
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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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