dolphin/Data/Sys/Shaders/darkerbrighter.glsl
Ryan Houdek 34bc14e75d Fixes our post processing shaders so they work under OpenGL ES 3.0
Most of our shaders relied on implicit int->float conversions.
This fixes the assumption that this is allowed
2014-05-05 15:59:49 -05:00

42 lines
919 B
GLSL

uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c0 = texture(samp9, uv0);
float4 c1 = texture(samp9, uv0 - float2(1.0, 0.0)*resolution.zw);
float4 c2 = texture(samp9, uv0 - float2(0.0, 1.0)*resolution.zw);
float4 c3 = texture(samp9, uv0 + float2(1.0, 0.0)*resolution.zw);
float4 c4 = texture(samp9, uv0 + float2(0.0, 1.0)*resolution.zw);
float red = c0.r;
float blue = c0.b;
float green = c0.g;
float red2 = (c1.r + c2.r + c3.r + c4.r) / 4.0;
float blue2 = (c1.b + c2.b + c3.b + c4.b) / 4.0;
float green2 = (c1.g + c2.g + c3.g + c4.g) / 4.0;
if(red2 > 0.3)
red = c0.r + c0.r / 2.0;
else
red = c0.r - c0.r / 2.0;
if(green2 > 0.3)
green = c0.g+ c0.g / 2.0;
else
green = c0.g - c0.g / 2.0;
if(blue2 > 0.3)
blue = c0.b+ c0.b / 2.0;
else
blue = c0.b - c0.b / 2.0;
ocol0 = float4(red, green, blue, c0.a);
}