dolphin/Data/Sys/Shaders/16bit.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

62 lines
1.0 KiB
GLSL

uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
//Change this number to increase the pixel size.
float pixelSize = 3.0;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw;
vec4 c0 = texture(samp9, pos);
if (c0.r < 0.1)
red = 0.1;
else if (c0.r < 0.20)
red = 0.20;
else if (c0.r < 0.40)
red = 0.40;
else if (c0.r < 0.60)
red = 0.60;
else if (c0.r < 0.80)
red = 0.80;
else
red = 1.0;
if (c0.b < 0.1)
blue = 0.1;
else if (c0.b < 0.20)
blue = 0.20;
else if (c0.b < 0.40)
blue = 0.40;
else if (c0.b < 0.60)
blue = 0.60;
else if (c0.b < 0.80)
blue = 0.80;
else
blue = 1.0;
if (c0.g < 0.1)
green = 0.1;
else if (c0.g < 0.20)
green = 0.20;
else if (c0.g < 0.40)
green = 0.40;
else if (c0.g < 0.60)
green = 0.60;
else if (c0.g < 0.80)
green = 0.80;
else
green = 1.0;
ocol0 = vec4(red, green, blue, c0.a);
}