mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-02-10 14:39:01 +01:00
Change all these pp shaders to GLSL.
This commit is contained in:
parent
1c125f0fb4
commit
09e5a7ace7
@ -1,8 +1,11 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
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float blue = 0.0;
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@ -14,5 +17,5 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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float green = max(c0.r + c0.b, c0.g);
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ocol0 = float4(red, green, blue, 1.0);
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ocol0 = vec4(red, green, blue, 1.0);
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}
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@ -1,8 +1,9 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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c0 += c0 * 2;
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ocol0 = float4(c0.r, c0.g, c0.b, c0.a);
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ocol0 = texture(samp9, uv0) * 3;
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}
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@ -1,20 +1,17 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
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float green = 0.0;
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if (c0.r < 0.35 || c0.b > 0.35)
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{
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green = c0.g + (c0.b / 2);
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}
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else
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{
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//red = 1 - c0.r + (c0.b / 2);
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red = c0.r + 0.4;
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}
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ocol0 = float4(red, green, 0.0, 1.0);
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ocol0 = vec4(red, green, 0.0, 1.0);
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}
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@ -1,8 +1,11 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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@ -17,6 +20,5 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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blue = c0.r;
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green = c0.r;
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}
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ocol0 = float4(red, green, blue, 1.0);
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ocol0 = vec4(red, green, blue, 1.0);
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}
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@ -1,8 +1,11 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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@ -11,12 +14,8 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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if (c0.r > 0.0)
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{
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if (c0.g > c0.r)
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{
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green = (c0.g - (c0.g - c0.r)) / 3;
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}
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}
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if (c0.b > 0.0 && c0.r < 0.25)
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{
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@ -31,9 +30,7 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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}
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if (((c0.r + c0.g + c0.b) / 3) > 0.9)
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{
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green = c0.r / 3;
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}
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ocol0 = float4(red, green, blue, 1.0);
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ocol0 = vec4(red, green, blue, 1.0);
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}
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@ -1,8 +1,11 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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@ -11,5 +14,5 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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red = c0.r + (c0.g / 2) + (c0.b / 3);
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green = c0.r / 3;
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ocol0 = float4(red, green, blue, 1.0);
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ocol0 = vec4(red, green, blue, 1.0);
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}
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@ -1,8 +1,11 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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float avg = (c0.r + c0.g + c0.b) / 3.0;
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ocol0 = float4(avg, avg, avg, c0.a);
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ocol0 = vec4(avg, avg, avg, c0.a);
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}
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@ -1,9 +1,12 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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// Info: http://www.oreillynet.com/cs/user/view/cs_msg/8691
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float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
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ocol0 = float4(avg, avg, avg, c0.a);
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ocol0 = vec4(avg, avg, avg, c0.a);
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}
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@ -1,7 +1,9 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(0.0, 0.0, 0.7, 1.0) - c0;
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ocol0 = vec4(0.0, 0.0, 0.7, 1.0) - texture(samp9, uv0);
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}
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@ -1,8 +1,11 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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float red = c0.r;
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float blue = c0.b;
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float green = c0.g;
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@ -63,7 +66,5 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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green = 0.05;
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}
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}
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ocol0 = float4(red, green, blue, c0.a);
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ocol0 = vec4(red, green, blue, c0.a);
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}
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@ -1,13 +1,16 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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// Same coefficients as grayscale2 at this point
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float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
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float red=avg;
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// Not sure about these coefficients, they just seem to produce the proper yellow
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float green=avg*.75;
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float blue=avg*.5;
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ocol0 = float4(red, green, blue, c0.a);
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ocol0 = vec4(red, green, blue, c0.a);
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}
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@ -1,8 +1,11 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
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float blue = 0.0;
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@ -16,5 +19,5 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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blue = c0.r + c0.b;
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}
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ocol0 = float4(red, 0.0, blue, 1.0);
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ocol0 = vec4(red, 0.0, blue, 1.0);
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}
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@ -1,8 +1,11 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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@ -18,5 +21,5 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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green = c0.r + c0.b;
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}
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ocol0 = float4(red, green, blue, 1.0);
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ocol0 = vec4(red, green, blue, 1.0);
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}
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@ -1,7 +1,10 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.r*1.5, c0.g*1, c0.b*0.5, c0.a);
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vec4 c0 = texture(samp9, uv0);
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ocol0 = vec4(c0.r * 1.5, c0.g * 1, c0.b * 0.5, c0.a);
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}
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@ -1,7 +1,9 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.b, c0.g, c0.r, c0.a);
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ocol0 = texture(samp9, uv0).bgra;
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}
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@ -1,7 +1,9 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.b, c0.r, c0.g, c0.a);
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ocol0 = texture(samp9, uv0).brga;
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}
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@ -1,7 +1,9 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.g, c0.b, c0.r, c0.a);
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ocol0 = texture(samp9, uv0).gbra;
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}
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@ -1,7 +1,9 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.g, c0.r, c0.b, c0.a);
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ocol0 = texture(samp9, uv0).grba;
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}
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@ -1,7 +1,9 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.r, c0.b, c0.g, c0.a);
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ocol0 = texture(samp9, uv0).rbga;
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}
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@ -1,8 +1,11 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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@ -18,5 +21,5 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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green = c0.r + c0.b;
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}
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ocol0 = float4(red, green, blue, 1.0);
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ocol0 = vec4(red, green, blue, 1.0);
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}
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