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69 lines (51 loc) · 1.78 KB
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// AA-Color shader, Modified to use in PPSSPP. Grabbed from:
// http://forums.ngemu.com/showthread.php?t=76098
// by guest(r) (guest.r@gmail.com)
// license: GNU-GPL
// Color variables
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
const vec3 c_ch = vec3(1.0,1.0,1.0); // rgb color channel intensity
const float a = 1.20 ; // saturation
const float b = 1.00 ; // brightness
const float c = 1.25 ; // contrast
// you can use contrast1,contrast2...contrast4 (or contrast0 for speedup)
float contrast0(float x)
{ return x; }
float contrast1(float x)
{ x = x*1.1547-1.0;
return sign(x)*pow(abs(x),1.0/c)*0.86 + 0.86;}
float contrast2(float x)
{ return normalize(vec2(pow(x,c),pow(0.86,c))).x*1.72;}
float contrast3(float x)
{ return 1.73*pow(0.57735*x,c); }
float contrast4(float x)
{ return clamp(0.866 + c*(x-0.866),0.05, 1.73); }
uniform sampler2D sampler0;
varying vec4 v_texcoord0;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
varying vec4 v_texcoord5;
varying vec4 v_texcoord6;
void main()
{
vec3 c10 = texture2D(sampler0, v_texcoord1.xy).xyz;
vec3 c01 = texture2D(sampler0, v_texcoord4.xy).xyz;
vec3 c11 = texture2D(sampler0, v_texcoord0.xy).xyz;
vec3 c21 = texture2D(sampler0, v_texcoord5.xy).xyz;
vec3 c12 = texture2D(sampler0, v_texcoord2.xy).xyz;
vec3 dt = vec3(1.0,1.0,1.0);
float k1=dot(abs(c01-c21),dt);
float k2=dot(abs(c10-c12),dt);
vec3 color = (k1*(c10+c12)+k2*(c01+c21)+0.001*c11)/(2.0*(k1+k2)+0.001);
float x = sqrt(dot(color,color));
color.r = pow(color.r+0.001,a);
color.g = pow(color.g+0.001,a);
color.b = pow(color.b+0.001,a);
gl_FragColor.rgb = contrast4(x)*normalize(color*c_ch)*b;
gl_FragColor.a = 1.0;
}