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

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1.3 KiB
Text

#version 450
layout(push_constant)uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0)uniform UBO
{
mat4 MVP;
} global;
float mod2(float x, float y)
{
return x - y * floor(x / y);
}
#pragma stagevertex
layout(location = 0)in vec4 Position;
layout(location = 1)in vec2 TexCoord;
layout(location = 0)out vec2 vTexCoord;
void main()
{
gl_Position = global . MVP * Position;
vTexCoord = TexCoord;
}
#pragma stagefragment
layout(location = 0)in vec2 vTexCoord;
layout(location = 0)out vec4 FragColor;
layout(set = 0, binding = 2)uniform sampler2D Source;
void main()
{
vec3 outcolor = texture(Source, vTexCoord). rgb;
vec2 res;
res . x = params . SourceSize . x;
res . y = params . SourceSize . y;
float gammaed = 0.15;
float leifx_linegamma = gammaed;
vec2 dithet = vTexCoord . xy * res . xy;
dithet . y = vTexCoord . y * res . y;
float horzline1 =(mod2(dithet . y, 2.0));
if(horzline1 < 1)leifx_linegamma = 0;
float leifx_gamma = 1.3 - gammaed + leifx_linegamma;
outcolor . r = pow(outcolor . r, 1.0 / leifx_gamma);
outcolor . g = pow(outcolor . g, 1.0 / leifx_gamma);
outcolor . b = pow(outcolor . b, 1.0 / leifx_gamma);
FragColor = vec4(outcolor, 1.0);
}