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bc9ef95643
In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
97 lines
1.8 KiB
GLSL
97 lines
1.8 KiB
GLSL
SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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//Changethis to increase the number of colors.
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int numColors =8;
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float4 to_gray = float4(0.3,0.59,0.11,0);
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float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw));
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float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw));
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float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw));
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float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw));
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float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2);
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float4 color = texture(samp9, uv0).rgba;
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float4 c0 = color - float4(edge, edge, edge, edge) * 12.0;
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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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bool rr = false;
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bool bb = false;
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bool gg = false;
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int count = 1;
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float colorN = 0.0;
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float colorB = 0.0;
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for (count = 1; count <= numColors; count++)
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{
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colorN = float(count / numColors);
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if ( c0.r <= colorN && c0.r >= colorB && rr == false )
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{
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if (count == 1)
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{
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if (colorN >= 0.1)
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red = 0.01;
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else
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red = colorN;
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}
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else if (count == numColors)
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red = 0.95;
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else
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red = colorN;
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rr = true;
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}
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if (c0.b <= colorN && c0.b >= colorB && bb == false)
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{
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if (count == 1)
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{
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if (colorN >= 0.1)
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blue = 0.01;
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else
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blue = colorN;
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}
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else if (count == numColors)
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blue = 0.95;
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else
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blue = colorN ;
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bb = true;
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}
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if (c0.g <= colorN && c0.g >= colorB && gg == false)
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{
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if (count == 1)
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{
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if (colorN >= 0.1)
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green = 0.01;
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else
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green = colorN;
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}
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else if (count == numColors)
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green = 0.95;
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else
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green = colorN;
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gg = true;
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}
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colorB = float(count / numColors);
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if (rr == true && bb == true && gg == true)
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break;
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}
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ocol0 = float4(red, green, blue, c0.a);
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}
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