/* Hyllian's 2xBR Shader Copyright (C) 2011 Hyllian/Jararaca - sergiogdb@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // filter="nearest" output_width="200%" output_height="200%" #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform vec2 u_texelDelta; uniform sampler2D u_tex; in vec2 r_texcoord; out vec4 o_color; const vec3 dtt = vec3(65536.0, 255.0, 1.0); float reduce(vec3 color) { return dot(color, dtt); } void main() { vec2 v_texcoord0[3]; v_texcoord0[0] = r_texcoord; v_texcoord0[1] = vec2(0.0, -u_texelDelta.y); v_texcoord0[2] = vec2(-u_texelDelta.x, 0.0); vec2 fp = fract(v_texcoord0[0] / u_texelDelta); vec2 g1 = v_texcoord0[1] * (step(0.5, fp.x) + step(0.5, fp.y) - 1.0) + v_texcoord0[2] * (step(0.5, fp.x) - step(0.5, fp.y)); vec2 g2 = v_texcoord0[1] * (step(0.5, fp.y) - step(0.5, fp.x)) + v_texcoord0[2] * (step(0.5, fp.x) + step(0.5, fp.y) - 1.0); vec3 B = texture(u_tex, v_texcoord0[0] + g1 ).xyz; vec3 C = texture(u_tex, v_texcoord0[0] + g1 - g2).xyz; vec3 D = texture(u_tex, v_texcoord0[0] + g2).xyz; vec3 E = texture(u_tex, v_texcoord0[0] ).xyz; vec3 F = texture(u_tex, v_texcoord0[0] - g2).xyz; vec3 G = texture(u_tex, v_texcoord0[0] - g1 + g2).xyz; vec3 H = texture(u_tex, v_texcoord0[0] - g1 ).xyz; vec3 I = texture(u_tex, v_texcoord0[0] - g1 - g2).xyz; float b = reduce(B); float c = reduce(C); float d = reduce(D); float e = reduce(E); float f = reduce(F); float g = reduce(G); float h = reduce(H); float i = reduce(I); o_color.rgb = E; if (h==f && h!=e && ( e==g && (h==i || e==d) || e==c && (h==i || e==b) )) { o_color.rgb = mix(E, F, 0.5); } }