RetroArch-Wii-U-Slang-Shaders/3dfx/shaders/3dfx_pass_0.frag
2020-04-26 18:03:54 -05:00

155 lines
3.1 KiB
GLSL

#version 150
#define float2 vec2
#define float3 vec3
#define float4 vec4
float erroredtable[16] = float[16](float(16), float(4), float(13), float(1), float(8), float(12), float(5), float(9), float(14), float(2), float(15), float(3), float(6), float(10), float(7), float(11
));
uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LEIFX_LINES;
}params;
#pragma parameterLEIFX_LINES¡0.050.001.000.01
layout(std140) uniform UBO
{
mat4 MVP;
}global;
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
uniform sampler2D Source;
void main()
{
vec2 res;
vec3 outcolor = texture(Source, vTexCoord). rgb;
res . x = params . SourceSize . x;
res . y = params . SourceSize . y;
vec2 ditheu = vTexCoord . xy * res . xy;
ditheu . x = vTexCoord . x * res . x;
ditheu . y = vTexCoord . y * res . y;
int ditdex = int(mod(ditheu . x, 4.0))* 4 + int(mod(ditheu . y, 4.0));
vec3 color;
vec3 colord;
color . r = outcolor . r * 255;
color . g = outcolor . g * 255;
color . b = outcolor . b * 255;
float yeh = 0.0;
float ohyes = 0.0;
if(yeh ++ == ditdex)ohyes = erroredtable[0];
else if(yeh ++ == ditdex)ohyes = erroredtable[1];
else if(yeh ++ == ditdex)ohyes = erroredtable[2];
else if(yeh ++ == ditdex)ohyes = erroredtable[3];
else if(yeh ++ == ditdex)ohyes = erroredtable[4];
else if(yeh ++ == ditdex)ohyes = erroredtable[5];
else if(yeh ++ == ditdex)ohyes = erroredtable[6];
else if(yeh ++ == ditdex)ohyes = erroredtable[7];
else if(yeh ++ == ditdex)ohyes = erroredtable[8];
else if(yeh ++ == ditdex)ohyes = erroredtable[9];
else if(yeh ++ == ditdex)ohyes = erroredtable[10];
else if(yeh ++ == ditdex)ohyes = erroredtable[11];
else if(yeh ++ == ditdex)ohyes = erroredtable[12];
else if(yeh ++ == ditdex)ohyes = erroredtable[13];
else if(yeh ++ == ditdex)ohyes = erroredtable[14];
else if(yeh ++ == ditdex)ohyes = erroredtable[15];
ohyes = 17 -(ohyes - 1);
ohyes *= 0.5f;
ohyes += - 1;
colord . r = color . r + ohyes;
colord . g = color . g +(ohyes / 2);
colord . b = color . b + ohyes;
outcolor . rgb = colord . rgb * 0.003921568627451;
vec3 why = vec3(1.0);
vec3 reduceme = vec3(1.0);
float radooct = 32;
reduceme . r = pow(outcolor . r, why . r);
reduceme . r *= radooct;
reduceme . r = int(floor(reduceme . r));
reduceme . r /= radooct;
reduceme . r = pow(reduceme . r, why . r);
reduceme . g = pow(outcolor . g, why . g);
reduceme . g *= radooct * 2;
reduceme . g = int(floor(reduceme . g));
reduceme . g /= radooct * 2;
reduceme . g = pow(reduceme . g, why . g);
reduceme . b = pow(outcolor . b, why . b);
reduceme . b *= radooct;
reduceme . b = int(floor(reduceme . b));
reduceme . b /= radooct;
reduceme . b = pow(reduceme . b, why . b);
outcolor . rgb = reduceme . rgb;
{
float leifx_linegamma =(params . LEIFX_LINES / 10);
float horzline1 =(mod(ditheu . y, 2.0));
if(horzline1 < 1)leifx_linegamma = 0;
outcolor . r += leifx_linegamma;
outcolor . b += leifx_linegamma;
}
FragColor = vec4(outcolor, 1.0);
}