dolphin/Data/Sys/Shaders/primarycolors.glsl

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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
void main()
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{
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vec4 c0 = texture(samp9, uv0);
float red = c0.r;
float blue = c0.b;
float green = c0.g;
float factor = 2.0;
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float max = 0.8;
float min = 0.3;
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if (c0.r > c0.g && c0.b > c0.g)
{
if (c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05)
{
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red = 0.7;
blue = 0.7;
green = 0.05;
}
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else if (c0.r > c0.b + 0.05)
{
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red = 0.7;
blue = 0.05;
green = 0.05;
}
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else if (c0.b > c0.r + 0.05)
{
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red = 0.05;
blue = 0.7;
green = 0.05;
}
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}
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if (c0.r > c0.b && c0.g > c0.b)
{
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if (c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05)
{
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red = 0.7;
blue = 0.05;
green = 0.7;
}
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else if (c0.r > c0.g + 0.05)
{
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red = 0.7;
blue = 0.05;
green = 0.05;
}
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else if (c0.g > c0.r + 0.05)
{
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red = 0.05;
blue = 0.05;
green = 0.7;
}
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}
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if (c0.g > c0.r && c0.b > c0.r)
{
if (c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05)
{
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red = 0.05;
blue = 0.7;
green = 0.7;
}
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else if (c0.g > c0.b + 0.05)
{
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red = 0.05;
blue = 0.05;
green = 0.7;
}
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else if (c0.b > c0.g + 0.05)
{
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red = 0.05;
blue = 0.7;
green = 0.05;
}
}
ocol0 = vec4(red, green, blue, c0.a);
}