ppsspp/assets/shaders/natural.fsh

59 lines
1.7 KiB
GLSL

// Natural Vision Shader, modified to use in PPSSPP.
// by ShadX (Modded by SimoneT)
// http://forums.ngemu.com/showthread.php?t=76098
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
varying vec4 v_texcoord0;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212,
0.587,-0.275,-0.523,
0.114,-0.321, 0.311);
const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);
const vec3 val00 = vec3( 1.2, 1.2, 1.2);
void main()
{
vec3 c0,c1;
c0 = texture2D(sampler0,v_texcoord0.xy).xyz;
c0+=(texture2D(sampler0,v_texcoord0.zy).xyz)*0.25;
c0+=(texture2D(sampler0,v_texcoord0.xw).xyz)*0.25;
c0+=(texture2D(sampler0,v_texcoord0.zw).xyz)*0.125;
c0+= texture2D(sampler0,v_texcoord1.xy).xyz;
c0+=(texture2D(sampler0,v_texcoord1.zy).xyz)*0.25;
c0+=(texture2D(sampler0,v_texcoord1.xw).xyz)*0.25;
c0+=(texture2D(sampler0,v_texcoord1.zw).xyz)*0.125;
c0+= texture2D(sampler0,v_texcoord2.xy).xyz;
c0+=(texture2D(sampler0,v_texcoord2.zy).xyz)*0.25;
c0+=(texture2D(sampler0,v_texcoord2.xw).xyz)*0.25;
c0+=(texture2D(sampler0,v_texcoord2.zw).xyz)*0.125;
c0+= texture2D(sampler0,v_texcoord3.xy).xyz;
c0+=(texture2D(sampler0,v_texcoord3.zy).xyz)*0.25;
c0+=(texture2D(sampler0,v_texcoord3.xw).xyz)*0.25;
c0+=(texture2D(sampler0,v_texcoord3.zw).xyz)*0.125;
c0*=0.153846153846;
c1=RGBtoYIQ*c0;
c1=vec3(pow(c1.x,val00.x),c1.yz*val00.yz);
gl_FragColor.rgb=YIQtoRGB*c1;
gl_FragColor.a = 1.0;
}