RetroArch-Wii-U-Slang-Shaders/3dfx/shaders/3dfx_pass_1.frag
2020-04-26 18:03:54 -05:00

101 lines
1.7 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;
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
uniform sampler2D Source;
void main()
{
vec3 outcolor = texture(Source, vTexCoord). rgb;
vec2 pixel;
pixel . x = params . SourceSize . z;
pixel . y = params . SourceSize . w;
vec3 pixel1 = texture(Source, vTexCoord + vec2((pixel . x), 0)). rgb;
vec3 pixel2 = texture(Source, vTexCoord + vec2(- pixel . x, 0)). rgb;
vec3 pixelblend;
{
vec3 pixeldiff;
vec3 pixelmake;
vec3 pixeldiffleft;
pixelmake . rgb = vec3(0.0);
pixeldiff . rgb = pixel2 . rgb - outcolor . rgb;
pixeldiffleft . rgb = pixel1 . rgb - outcolor . rgb;
if(pixeldiff . r > 0.04)pixeldiff . r = 0.04;
if(pixeldiff . g >(0.04 / 2))pixeldiff . g =(0.04 / 2);
if(pixeldiff . b > 0.04)pixeldiff . b = 0.04;
if(pixeldiff . r < - 0.04)pixeldiff . r = - 0.04;
if(pixeldiff . g < -(0.04 / 2))pixeldiff . g = -(0.04 / 2);
if(pixeldiff . b < - 0.04)pixeldiff . b = - 0.04;
if(pixeldiffleft . r > 0.04)pixeldiffleft . r = 0.04;
if(pixeldiffleft . g >(0.04 / 2))pixeldiffleft . g =(0.04 / 2);
if(pixeldiffleft . b > 0.04)pixeldiffleft . b = 0.04;
if(pixeldiffleft . r < - 0.04)pixeldiffleft . r = - 0.04;
if(pixeldiffleft . g < -(0.04 / 2))pixeldiffleft . g = -(0.04 / 2);
if(pixeldiffleft . b < - 0.04)pixeldiffleft . b = - 0.04;
pixelmake . rgb =(pixeldiff . rgb / 4)+(pixeldiffleft . rgb / 16);
outcolor . rgb =(outcolor . rgb + pixelmake . rgb);
}
FragColor = vec4(outcolor, 1.0);
}