mirror of
https://github.com/hrydgard/ppsspp.git
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59 lines
1.7 KiB
GLSL
59 lines
1.7 KiB
GLSL
// Natural Vision Shader, modified to use in PPSSPP.
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// by ShadX (Modded by SimoneT)
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// http://forums.ngemu.com/showthread.php?t=76098
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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 vec4 v_texcoord0;
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varying vec4 v_texcoord1;
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varying vec4 v_texcoord2;
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varying vec4 v_texcoord3;
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const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212,
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0.587,-0.275,-0.523,
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0.114,-0.321, 0.311);
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const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
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0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
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0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);
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const vec3 val00 = vec3( 1.2, 1.2, 1.2);
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void main()
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{
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vec3 c0,c1;
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c0 = texture2D(sampler0,v_texcoord0.xy).xyz;
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c0+=(texture2D(sampler0,v_texcoord0.zy).xyz)*0.25;
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c0+=(texture2D(sampler0,v_texcoord0.xw).xyz)*0.25;
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c0+=(texture2D(sampler0,v_texcoord0.zw).xyz)*0.125;
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c0+= texture2D(sampler0,v_texcoord1.xy).xyz;
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c0+=(texture2D(sampler0,v_texcoord1.zy).xyz)*0.25;
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c0+=(texture2D(sampler0,v_texcoord1.xw).xyz)*0.25;
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c0+=(texture2D(sampler0,v_texcoord1.zw).xyz)*0.125;
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c0+= texture2D(sampler0,v_texcoord2.xy).xyz;
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c0+=(texture2D(sampler0,v_texcoord2.zy).xyz)*0.25;
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c0+=(texture2D(sampler0,v_texcoord2.xw).xyz)*0.25;
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c0+=(texture2D(sampler0,v_texcoord2.zw).xyz)*0.125;
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c0+= texture2D(sampler0,v_texcoord3.xy).xyz;
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c0+=(texture2D(sampler0,v_texcoord3.zy).xyz)*0.25;
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c0+=(texture2D(sampler0,v_texcoord3.xw).xyz)*0.25;
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c0+=(texture2D(sampler0,v_texcoord3.zw).xyz)*0.125;
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c0*=0.153846153846;
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c1=RGBtoYIQ*c0;
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c1=vec3(pow(c1.x,val00.x),c1.yz*val00.yz);
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gl_FragColor.rgb=YIQtoRGB*c1;
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gl_FragColor.a = 1.0;
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}
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