mirror of
https://github.com/hrydgard/ppsspp.git
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Merge pull request #12901 from iota97/postshader-setting
Post shader setting uniform
This commit is contained in:
commit
67ab51bb90
@ -1190,6 +1190,12 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
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}
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}
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auto postShaderSetting = iniFile.GetOrCreateSection("PostShaderSetting")->ToMap();
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mPostShaderSetting.clear();
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for (auto it : postShaderSetting) {
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mPostShaderSetting[it.first] = std::stof(it.second);
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}
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// This caps the exponent 4 (so 16x.)
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if (iAnisotropyLevel > 4) {
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iAnisotropyLevel = 4;
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@ -1301,6 +1307,14 @@ void Config::Save(const char *saveReason) {
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pinnedPaths->Set(keyName, vPinnedPaths[i]);
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}
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if (!bGameSpecific) {
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IniFile::Section *postShaderSetting = iniFile.GetOrCreateSection("PostShaderSetting");
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postShaderSetting->Clear();
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for (auto it = mPostShaderSetting.begin(), end = mPostShaderSetting.end(); it != end; ++it) {
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postShaderSetting->Set(it->first.c_str(), it->second);
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}
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}
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IniFile::Section *control = iniFile.GetOrCreateSection("Control");
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control->Delete("DPadRadius");
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@ -1551,6 +1565,12 @@ bool Config::saveGameConfig(const std::string &pGameId, const std::string &title
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}
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});
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IniFile::Section *postShaderSetting = iniFile.GetOrCreateSection("PostShaderSetting");
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postShaderSetting->Clear();
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for (auto it = mPostShaderSetting.begin(), end = mPostShaderSetting.end(); it != end; ++it) {
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postShaderSetting->Set(it->first.c_str(), it->second);
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}
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KeyMap::SaveToIni(iniFile);
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iniFile.Save(fullIniFilePath);
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@ -1569,6 +1589,12 @@ bool Config::loadGameConfig(const std::string &pGameId, const std::string &title
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IniFile iniFile;
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iniFile.Load(iniFileNameFull);
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auto postShaderSetting = iniFile.GetOrCreateSection("PostShaderSetting")->ToMap();
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mPostShaderSetting.clear();
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for (auto it : postShaderSetting) {
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mPostShaderSetting[it.first] = std::stof(it.second);
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}
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IterateSettings(iniFile, [](IniFile::Section *section, ConfigSetting *setting) {
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if (setting->perGame_) {
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setting->Get(section);
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@ -1593,6 +1619,12 @@ void Config::unloadGameConfig() {
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}
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});
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auto postShaderSetting = iniFile.GetOrCreateSection("PostShaderSetting")->ToMap();
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mPostShaderSetting.clear();
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for (auto it : postShaderSetting) {
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mPostShaderSetting[it.first] = std::stof(it.second);
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}
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LoadStandardControllerIni();
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}
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}
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@ -205,6 +205,7 @@ public:
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int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
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bool bHardwareTessellation;
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std::string sPostShaderName; // Off for off.
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std::map<std::string, float> mPostShaderSetting;
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bool bGfxDebugOutput;
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bool bGfxDebugSplitSubmit;
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int iInflightFrames;
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@ -44,6 +44,26 @@ void LoadPostShaderInfo(std::vector<std::string> directories) {
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off.isUpscalingFilter = false;
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off.SSAAFilterLevel = 0;
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off.requires60fps = false;
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off.settingName1 = "";
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off.settingValue1 = 0.0f;
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off.minSettingValue1 = -1.0f;
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off.maxSettingValue1 = 1.0f;
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off.settingStep1 = 0.01f;
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off.settingName2 = "";
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off.settingValue2 = 0.0f;
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off.minSettingValue2 = -1.0f;
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off.maxSettingValue2 = 1.0f;
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off.settingStep2 = 0.01f;
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off.settingName3 = "";
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off.settingValue3 = 0.0f;
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off.minSettingValue3 = -1.0f;
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off.maxSettingValue3 = 1.0f;
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off.settingStep3 = 0.01f;
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off.settingName4 = "";
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off.settingValue4 = 0.0f;
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off.minSettingValue4 = -1.0f;
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off.maxSettingValue4 = 1.0f;
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off.settingStep4 = 0.01f;
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shaderInfo.push_back(off);
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for (size_t d = 0; d < directories.size(); d++) {
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@ -90,6 +110,35 @@ void LoadPostShaderInfo(std::vector<std::string> directories) {
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section.Get("Upscaling", &info.isUpscalingFilter, false);
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section.Get("SSAA", &info.SSAAFilterLevel, 0);
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section.Get("60fps", &info.requires60fps, false);
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section.Get("SettingName1", &info.settingName1, "");
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section.Get("SettingDefaultValue1", &info.settingValue1, 0.0f);
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section.Get("SettingMinValue1", &info.minSettingValue1, -1.0f);
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section.Get("SettingMaxValue1", &info.maxSettingValue1, 1.0f);
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section.Get("SettingStep1", &info.settingStep1, 0.01f);
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section.Get("SettingName2", &info.settingName2, "");
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section.Get("SettingDefaultValue2", &info.settingValue2, 0.0f);
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section.Get("SettingMinValue2", &info.minSettingValue2, -1.0f);
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section.Get("SettingMaxValue2", &info.maxSettingValue2, 1.0f);
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section.Get("SettingStep2", &info.settingStep2, 0.01f);
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section.Get("SettingName3", &info.settingName3, "");
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section.Get("SettingDefaultValue3", &info.settingValue3, 0.0f);
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section.Get("SettingMinValue3", &info.minSettingValue3, -1.0f);
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section.Get("SettingMaxValue3", &info.maxSettingValue3, 1.0f);
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section.Get("SettingStep3", &info.settingStep3, 0.01f);
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section.Get("SettingName4", &info.settingName4, "");
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section.Get("SettingDefaultValue4", &info.settingValue4, 0.0f);
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section.Get("SettingMinValue4", &info.minSettingValue4, -1.0f);
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section.Get("SettingMaxValue4", &info.maxSettingValue4, 1.0f);
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section.Get("SettingStep4", &info.settingStep4, 0.01f);
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if (g_Config.mPostShaderSetting.find(info.section + "SettingValue1") == g_Config.mPostShaderSetting.end())
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g_Config.mPostShaderSetting.insert(std::pair<std::string, float>(info.section + "SettingValue1", info.settingValue1));
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if (g_Config.mPostShaderSetting.find(info.section + "SettingValue2") == g_Config.mPostShaderSetting.end())
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g_Config.mPostShaderSetting.insert(std::pair<std::string, float>(info.section + "SettingValue2", info.settingValue2));
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if (g_Config.mPostShaderSetting.find(info.section + "SettingValue3") == g_Config.mPostShaderSetting.end())
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g_Config.mPostShaderSetting.insert(std::pair<std::string, float>(info.section + "SettingValue3", info.settingValue3));
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if (g_Config.mPostShaderSetting.find(info.section + "SettingValue4") == g_Config.mPostShaderSetting.end())
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g_Config.mPostShaderSetting.insert(std::pair<std::string, float>(info.section + "SettingValue4", info.settingValue4));
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// Let's ignore shaders we can't support. TODO: Not a very good check
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if (gl_extensions.IsGLES && !gl_extensions.GLES3) {
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@ -41,6 +41,27 @@ struct ShaderInfo {
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// Force constant/max refresh for animated filters
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bool requires60fps;
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std::string settingName1;
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float settingValue1;
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float maxSettingValue1;
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float minSettingValue1;
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float settingStep1;
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std::string settingName2;
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float settingValue2;
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float maxSettingValue2;
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float minSettingValue2;
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float settingStep2;
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std::string settingName3;
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float settingValue3;
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float maxSettingValue3;
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float minSettingValue3;
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float settingStep3;
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std::string settingName4;
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float settingValue4;
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float maxSettingValue4;
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float minSettingValue4;
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float settingStep4;
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// TODO: Add support for all kinds of fun options like mapping the depth buffer,
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// SRGB texture reads, multiple shaders chained, etc.
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@ -164,6 +164,11 @@ void PresentationCommon::CalculatePostShaderUniforms(int bufferWidth, int buffer
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// The shader translator tacks this onto our shaders, if we don't set it they render garbage.
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uniforms->gl_HalfPixel[0] = u_pixel_delta * 0.5f;
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uniforms->gl_HalfPixel[1] = v_pixel_delta * 0.5f;
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uniforms->setting[0] = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue1"];;
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uniforms->setting[1] = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue2"];
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uniforms->setting[2] = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue3"];
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uniforms->setting[3] = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue4"];
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}
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static std::string ReadShaderSrc(const std::string &filename) {
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@ -214,7 +219,8 @@ bool PresentationCommon::UpdatePostShader() {
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{ "u_texelDelta", 1, 1, Draw::UniformType::FLOAT2, offsetof(PostShaderUniforms, texelDelta) },
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{ "u_pixelDelta", 2, 2, Draw::UniformType::FLOAT2, offsetof(PostShaderUniforms, pixelDelta) },
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{ "u_time", 3, 3, Draw::UniformType::FLOAT4, offsetof(PostShaderUniforms, time) },
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{ "u_video", 4, 4, Draw::UniformType::FLOAT1, offsetof(PostShaderUniforms, video) },
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{ "u_setting", 4, 4, Draw::UniformType::FLOAT4, offsetof(PostShaderUniforms, setting) },
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{ "u_video", 5, 5, Draw::UniformType::FLOAT1, offsetof(PostShaderUniforms, video) },
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} };
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Draw::Pipeline *pipeline = CreatePipeline({ vs, fs }, true, &postShaderDesc);
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if (!pipeline)
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@ -31,6 +31,7 @@ struct CardboardSettings {
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struct PostShaderUniforms {
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float texelDelta[2]; float pixelDelta[2];
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float time[4];
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float setting[4];
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float video; float pad[3];
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// Used on Direct3D9.
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float gl_HalfPixel[4];
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@ -86,6 +86,7 @@ cbuffer data : register(b0) {
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float2 u_texelDelta;
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float2 u_pixelDelta;
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float4 u_time;
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float4 u_setting;
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float u_video;
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};
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)";
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@ -101,6 +102,7 @@ layout (std140, set = 0, binding = 0) uniform Data {
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vec2 u_texelDelta;
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vec2 u_pixelDelta;
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vec4 u_time;
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vec4 u_setting;
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float u_video;
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};
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)";
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@ -110,7 +112,8 @@ float4 gl_HalfPixel : register(c0);
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float2 u_texelDelta : register(c1);
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float2 u_pixelDelta : register(c2);
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float4 u_time : register(c3);
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float u_video : register(c4);
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float4 u_setting : register(c4);
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float u_video : register(c5);
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)";
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// SPIRV-Cross' HLSL output has some deficiencies we need to work around.
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@ -290,6 +290,24 @@ void GameSettingsScreen::CreateViews() {
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return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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});
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const ShaderInfo *shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
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if (shaderInfo && !shaderInfo->settingName1.empty()) {
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auto &value = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue1"];
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graphicsSettings->Add(new PopupSliderChoiceFloat(&value, shaderInfo->minSettingValue1, shaderInfo->maxSettingValue1, shaderInfo->settingName1, shaderInfo->settingStep1, screenManager()));
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}
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if (shaderInfo && !shaderInfo->settingName2.empty()) {
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auto &value = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue2"];
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graphicsSettings->Add(new PopupSliderChoiceFloat(&value, shaderInfo->minSettingValue2, shaderInfo->maxSettingValue2, shaderInfo->settingName2, shaderInfo->settingStep2, screenManager()));
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}
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if (shaderInfo && !shaderInfo->settingName3.empty()) {
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auto &value = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue3"];
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graphicsSettings->Add(new PopupSliderChoiceFloat(&value, shaderInfo->minSettingValue3, shaderInfo->maxSettingValue3, shaderInfo->settingName3, shaderInfo->settingStep3, screenManager()));
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}
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if (shaderInfo && !shaderInfo->settingName4.empty()) {
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auto &value = g_Config.mPostShaderSetting[g_Config.sPostShaderName + "SettingValue4"];
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graphicsSettings->Add(new PopupSliderChoiceFloat(&value, shaderInfo->minSettingValue4, shaderInfo->maxSettingValue4, shaderInfo->settingName4, shaderInfo->settingStep4, screenManager()));
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}
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#if !defined(MOBILE_DEVICE)
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graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
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if (System_GetPropertyInt(SYSPROP_DISPLAY_COUNT) > 1) {
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@ -1413,12 +1431,13 @@ UI::EventReturn GameSettingsScreen::OnPostProcShader(UI::EventParams &e) {
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UI::EventReturn GameSettingsScreen::OnPostProcShaderChange(UI::EventParams &e) {
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NativeMessageReceived("gpu_resized", "");
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RecreateViews(); // Update setting name
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameSettingsScreen::OnDeveloperTools(UI::EventParams &e) {
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screenManager()->push(new DeveloperToolsScreen());
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return UI::EVENT_DONE;
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screenManager()->push(new DeveloperToolsScreen());
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameSettingsScreen::OnRemoteISO(UI::EventParams &e) {
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@ -10,8 +10,7 @@ precision mediump int;
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uniform sampler2D sampler0;
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varying vec2 v_texcoord0;
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float amount = 0.60; // suitable range = 0.00 - 1.00
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float power = 0.5; // suitable range = 0.0 - 1.0
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uniform vec4 u_setting;
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void main()
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{
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@ -21,9 +20,9 @@ void main()
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for(int i= -3 ;i < 3; i++)
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{
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sum += texture2D(sampler0, v_texcoord0 + vec2(-1, i)*0.004) * amount;
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sum += texture2D(sampler0, v_texcoord0 + vec2(0, i)*0.004) * amount;
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sum += texture2D(sampler0, v_texcoord0 + vec2(1, i)*0.004) * amount;
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sum += texture2D(sampler0, v_texcoord0 + vec2(-1, i)*0.004) * u_setting.x;
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sum += texture2D(sampler0, v_texcoord0 + vec2(0, i)*0.004) * u_setting.x;
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sum += texture2D(sampler0, v_texcoord0 + vec2(1, i)*0.004) * u_setting.x;
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}
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if (color.r < 0.3 && color.g < 0.3 && color.b < 0.3)
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@ -42,7 +41,7 @@ void main()
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}
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}
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bloom = mix(color, bloom, power);
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bloom = mix(color, bloom, u_setting.y);
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gl_FragColor.rgb = bloom;
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gl_FragColor.a = 1.0;
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}
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@ -10,7 +10,7 @@ precision mediump float;
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precision mediump int;
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#endif
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const float bb = 0.5; // effects black border sensitivity; from 0.0 to 1.0
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uniform vec4 u_setting;
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uniform sampler2D sampler0;
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@ -39,7 +39,7 @@ void main()
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float d2=dot(abs(c20-c02),dt);
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float hl=dot(abs(c01-c21),dt);
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float vl=dot(abs(c10-c12),dt);
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float d = bb*(d1+d2+hl+vl)/(dot(c11,dt)+0.15);
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float d = u_setting.x*(d1+d2+hl+vl)/(dot(c11,dt)+0.15);
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float lc = 4.0*length(c11);
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float f = fract(lc); f*=f;
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20
assets/shaders/colorcorrection.fsh
Normal file
20
assets/shaders/colorcorrection.fsh
Normal file
@ -0,0 +1,20 @@
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// Color correction
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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varying vec2 v_texcoord0;
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uniform vec4 u_setting;
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void main()
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{
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vec3 rgb = texture2D( sampler0, v_texcoord0 ).xyz;
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rgb = vec3(mix(vec3(dot(rgb, vec3(0.299, 0.587, 0.114))), rgb, u_setting.y));
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rgb = (rgb-0.5)*u_setting.z+0.5+u_setting.x-1.0;
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gl_FragColor.rgb = pow(rgb, vec3(1.0/u_setting.w));
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gl_FragColor.a = 1.0;
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}
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@ -32,10 +32,23 @@ Vertex=fxaa.vsh
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Name=Bloom
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Fragment=bloom.fsh
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Vertex=fxaa.vsh
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SettingName1=Amount
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SettingDefaultValue1=0.6
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SettingMaxValue1=1.0
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SettingMinValue1=0.0
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SettingName2=Power
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SettingDefaultValue2=0.5
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SettingMaxValue2=1.0
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SettingMinValue2=0.0
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[Sharpen]
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Name=Sharpen
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Fragment=sharpen.fsh
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Vertex=fxaa.vsh
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SettingName1=Amount
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SettingDefaultValue1=1.5
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SettingMaxValue1=3.0
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SettingMinValue1=1.0
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SettingStep1=0.1
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[InverseColors]
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Name=Inverse Colors
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Author=Henrik
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@ -46,10 +59,24 @@ Name=Scanlines (CRT)
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Fragment=scanlines.fsh
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Vertex=fxaa.vsh
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OutputResolution=True
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SettingName1=Amount
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SettingDefaultValue1=1.0
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SettingMaxValue1=1.0
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SettingMinValue1=0.0
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SettingStep1=0.1
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SettingName2=Intensity
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SettingDefaultValue2=0.5
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SettingMaxValue2=1.0
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SettingMinValue2=0.0
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SettingStep2=0.05
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[Cartoon]
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Name=Cartoon
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Fragment=cartoon.fsh
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Vertex=cartoon.vsh
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SettingName1=Black border
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SettingDefaultValue1=0.5
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SettingMaxValue1=1.0
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SettingMinValue1=0.0
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[4xHqGLSL]
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Name=4xHqGLSL Upscaler
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Fragment=4xhqglsl.fsh
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@ -93,3 +120,28 @@ Fragment=GaussianDownscale.fsh
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Vertex=fxaa.vsh
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OutputResolution=True
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SSAA=2
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[ColorCorrection]
|
||||
Name=Color correction
|
||||
Fragment=colorcorrection.fsh
|
||||
Vertex=fxaa.vsh
|
||||
SettingName1=Brightness
|
||||
SettingDefaultValue1=1.0
|
||||
SettingMaxValue1=2.0
|
||||
SettingMinValue1=0.1
|
||||
SettingStep1=0.05
|
||||
SettingName2=Saturation
|
||||
SettingDefaultValue2=1.0
|
||||
SettingMaxValue2=2.0
|
||||
SettingMinValue2=0.0
|
||||
SettingStep2=0.1
|
||||
SettingName3=Constrast
|
||||
SettingDefaultValue3=1.0
|
||||
SettingMaxValue3=3.0
|
||||
SettingMinValue3=0.1
|
||||
SettingStep3=0.1
|
||||
SettingName4=Gamma
|
||||
SettingDefaultValue4=1.0
|
||||
SettingMaxValue4=2.0
|
||||
SettingMinValue4=0.1
|
||||
SettingStep4=0.05
|
||||
|
||||
|
@ -8,13 +8,12 @@ precision mediump int;
|
||||
uniform sampler2D sampler0;
|
||||
varying vec2 v_texcoord0;
|
||||
|
||||
float amount = 1.0; // suitable range = 0.0 - 1.0
|
||||
float intensity = 0.5; // suitable range = 0.0 - 1.0
|
||||
uniform vec4 u_setting;
|
||||
|
||||
void main()
|
||||
{
|
||||
float pos0 = ((v_texcoord0.y + 1.0) * 170.0*amount);
|
||||
float pos1 = cos((fract( pos0 ) - 0.5)*3.1415926*intensity)*1.5;
|
||||
float pos0 = ((v_texcoord0.y + 1.0) * 170.0*u_setting.x);
|
||||
float pos1 = cos((fract( pos0 ) - 0.5)*3.1415926*u_setting.y)*1.5;
|
||||
vec4 rgb = texture2D( sampler0, v_texcoord0 );
|
||||
|
||||
// slight contrast curve
|
||||
|
@ -8,12 +8,12 @@ precision mediump int;
|
||||
uniform sampler2D sampler0;
|
||||
varying vec2 v_texcoord0;
|
||||
|
||||
float amount = 1.5;
|
||||
uniform vec4 u_setting;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture2D(sampler0, v_texcoord0.xy).xyz;
|
||||
color -= texture2D(sampler0, v_texcoord0.xy+0.0001).xyz*7.0*amount;
|
||||
color += texture2D(sampler0, v_texcoord0.xy-0.0001).xyz*7.0*amount;
|
||||
color -= texture2D(sampler0, v_texcoord0.xy+0.0001).xyz*7.0*u_setting.x;
|
||||
color += texture2D(sampler0, v_texcoord0.xy-0.0001).xyz*7.0*u_setting.x;
|
||||
gl_FragColor.rgb = color;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user