RetroArch-Wii-U-Slang-Shaders/3dfx/shaders/old/3dfx_pass_2.frag
2020-04-26 18:03:54 -05:00

106 lines
1.4 KiB
GLSL

#version 150
#define float2 vec2
#define float3 vec3
#define float4 vec4
uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LEIFX_BLURFACTOR;
}params;
#pragma parameterLEIFX_BLURFACTOR¡0.690.001.000.01
layout(std140) uniform UBO
{
mat4 MVP;
}global;
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
uniform sampler2D Source;
void main()
{
vec3 outcolor = texture(Source, vTexCoord). rgb;
vec2 pixel;
pixel . x = params . SourceSize . z;
pixel . y = params . SourceSize . w;
float blendy;
float blenda;
float blendfactor;
vec3 pixel1 = texture(Source, vTexCoord + vec2((pixel . x * 0.15), 0)). rgb;
vec3 pixel2 = texture(Source, vTexCoord + vec2(- pixel . x * 0.22, 0)). rgb;
vec3 pixel0 = texture(Source, vTexCoord + vec2(0, 0)). rgb;
vec3 pixelblend;
float gary1 = dot(pixel1 . rgb, vec3(1.0));
float gary2 = dot(pixel2 . rgb, vec3(1.0));
float mean = 1.0;
mean = gary1 - gary2;
if(mean < 0)mean *= - 1;
if(mean > 1)mean = 1;
mean = pow(mean, params . LEIFX_BLURFACTOR);
if(mean > 1)
mean = 1;
{
blendy = 1 - mean;
blenda = 1 - blendy;
pixel0 /= 3;
pixel1 /= 3;
pixel2 /= 3;
pixelblend . rgb = pixel0 + pixel1 + pixel2;
outcolor . rgb =(pixelblend . rgb * blendy)+(outcolor . rgb * blenda);
}
FragColor = vec4(outcolor, 1.0);
}