dolphin/Data/Sys/Shaders
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
..
16bit.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
32bit.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
acidmetal.glsl
acidtrip2.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
acidtrip.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
asciiart.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
auto_toon2.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
auto_toon.glsl
bad_bloom.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
brighten.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
chrismas.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
cool1.glsl
darkerbrighter.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
emboss.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
fire2.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
fire.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
firewater.glsl
FXAA.glsl Fix FXAA shader for OpenGL ES 3. 2013-10-29 07:24:16 +00:00
grayscale2.glsl
grayscale.glsl
invert_blue.glsl
invert.glsl
invertedoutline.glsl
mad_world.glsl
nightvision2.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
nightvision2scanlines.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
nightvision.glsl
posterize2.glsl
posterize.glsl
primarycolors.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
README.txt
sepia.glsl
sketchy.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
spookey1.glsl
spookey2.glsl
stereoscopic2.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
stereoscopic.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
sunset.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00
swap_RGB_BGR.glsl
swap_RGB_BRG.glsl
swap_RGB_GBR.glsl
swap_RGB_GRB.glsl
swap_RGB_RBG.glsl
toxic.glsl Fixes our post processing shaders so they work under OpenGL ES 3.0 2014-05-05 15:59:49 -05:00

//dummy shader:
uniform sampler2D samp9;

out vec4 ocol0;
in vec2 uv0;

void main()
{
  ocol0 = texture(samp9, uv0);
}

/*
And now that's over with, the contents of this readme file!
For best results, turn Wordwrap formatting on...
The shaders shown in the dropdown box in the video plugin configuration window are kept in the directory named User/Data/Shaders. They are linked in to the dolphin source from the repository at <http://dolphin-shaders-database.googlecode.com/svn/trunk/>. See <http://code.google.com/p/dolphin-shaders-database/wiki/Documentation> for more details on the way shaders work.

This file will hopefully hold more content in future...
*/