89 lines
1.8 KiB
GLSL
89 lines
1.8 KiB
GLSL
#version 150
|
|
#define float2 vec2
|
|
#define float3 vec3
|
|
#define float4 vec4
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
}params;
|
|
|
|
layout(std140) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
}global;
|
|
|
|
|
|
int erroredtable[16] = int[16](int(0), int(1), int(0), int(1), int(16), int(15), int(16), int(15), int(0), int(1), int(0), int(1), int(16), int(15), int(16), int(15
|
|
));
|
|
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
vec3 final = texture(Source, vTexCoord). rgb;
|
|
vec2 ditheu = vTexCoord . xy * params . SourceSize . xy;
|
|
|
|
|
|
int ditdex = int(mod(ditheu . x, 4.0))* 4 + int(mod(ditheu . y, 4.0));
|
|
ivec3 color;
|
|
ivec3 colord;
|
|
color . r = int(final . r)* 224;
|
|
color . g = int(final . g)* 224;
|
|
color . b = int(final . b)* 224;
|
|
int yeh = 0;
|
|
int ohyes = 0;
|
|
|
|
|
|
|
|
for(yeh = ditdex;yeh <(ditdex + 16);yeh ++)ohyes = erroredtable[yeh - 15];
|
|
|
|
colord . r = color . r + ohyes;
|
|
colord . g = color . g + ohyes;
|
|
colord . b = color . b + ohyes;
|
|
final . rgb += colord . rgb * 0.003921568627451;
|
|
|
|
|
|
float why = 1.0;
|
|
vec3 reduceme = vec3(1.0);
|
|
float radooct = 4.4;
|
|
|
|
reduceme . r = pow(final . r, why);
|
|
reduceme . r *= radooct;
|
|
reduceme . r = int(floor(reduceme . r));
|
|
reduceme . r /= radooct;
|
|
reduceme . r = pow(reduceme . r, why);
|
|
|
|
reduceme . g = pow(final . g, why);
|
|
reduceme . g *= radooct;
|
|
reduceme . g = int(floor(reduceme . g));
|
|
reduceme . g /= radooct;
|
|
reduceme . g = pow(reduceme . g, why);
|
|
|
|
reduceme . b = pow(final . b, why);
|
|
reduceme . b *= radooct;
|
|
reduceme . b = int(floor(reduceme . b));
|
|
reduceme . b /= radooct;
|
|
reduceme . b = pow(reduceme . b, why);
|
|
|
|
|
|
reduceme . rgb = clamp(reduceme . rgb, vec3(0.0), vec3(0.875));
|
|
|
|
FragColor = vec4(reduceme . rgb, 1.0);
|
|
}
|