mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
34bc14e75d
Most of our shaders relied on implicit int->float conversions. This fixes the assumption that this is allowed
23 lines
741 B
GLSL
23 lines
741 B
GLSL
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, 0.0, 0.0);
|
|
tmp += c0 - texture(samp9, uv0 + float2(2.0, 2.0)*resolution.zw).rgba;
|
|
tmp += c0 - texture(samp9, uv0 - float2(2.0, 2.0)*resolution.zw).rgba;
|
|
tmp += c0 - texture(samp9, uv0 + float2(2.0, -2.0)*resolution.zw).rgba;
|
|
tmp += c0 - texture(samp9, uv0 - float2(2.0, -2.0)*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 < 163.0)
|
|
tmp = float4(1.0, 1.0, 1.0, 1.0);
|
|
c0 = c0 + 1.0 - grey * 7.0;
|
|
ocol0 = float4(c0.r, c0.g, c0.b, 1.0);
|
|
}
|