mirror of
https://github.com/Abdess/retroarch_system.git
synced 2026-10-10 13:33:24 -05:00
32 lines
1.1 KiB
GLSL
32 lines
1.1 KiB
GLSL
precision mediump float;
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uniform sampler2D uTex;
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uniform lowp float resX;
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uniform lowp float resY;
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varying vec2 vTexCoord;
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void main()
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{
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const float th = 0.10;
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const float bb = 0.50;
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const float pp = 1.50;
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vec2 stp0 = vec2(resX, 0.);
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vec2 st0p = vec2(0., resY);
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vec2 stpp = vec2(resX, resY);
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vec2 stpm = vec2(resX, -resY);
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vec3 c11 = texture2D(uTex, vTexCoord).rgb;
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vec3 c00 = texture2D(uTex, vTexCoord-stpp).rgb;
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vec3 c22 = texture2D(uTex, vTexCoord+stpp).rgb;
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vec3 c20 = texture2D(uTex, vTexCoord-stpm).rgb;
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vec3 c02 = texture2D(uTex, vTexCoord+stpm).rgb;
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vec3 c01 = texture2D(uTex, vTexCoord-stp0).rgb;
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vec3 c21 = texture2D(uTex, vTexCoord+stp0).rgb;
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vec3 c10 = texture2D(uTex, vTexCoord-st0p).rgb;
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vec3 c12 = texture2D(uTex, vTexCoord+st0p).rgb;
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vec3 dt = vec3(1.0,1.0,1.0);
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float d1=dot(abs(c00-c22),dt);
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float d2=dot(abs(c20-c02),dt);
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float hl=dot(abs(c01-c21),dt);
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float vl=dot(abs(c10-c12),dt);
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float d = bb*pow(max(d1+d2+hl+vl-th,0.0),pp)/(dot(c11,dt)+0.25);
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gl_FragColor = vec4((1.1-d)*c11, 1.);
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}
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