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- // Retro v2 Shader
- // Written by Hyllian / Jararaca
- #version 150
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- // This value must be between 0.0 (totally black) and 1.0 (nearest neighbor)
- #define PIXEL_SIZE 0.64
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- out vec3 E;
- out vec2 fp;
- out vec2 ps;
- out vec2 f;
- out vec3 res;
- void main() {
- // Reading the texel
- vec3 E = pow(texture(source[0], texCoord).xyz, vec3(2.4));
- vec2 fp = fract(texCoord.xy * sourceSize[0].xy);
- vec2 ps = sourceSize[0].xy / targetSize.xy;
- vec2 f = clamp(clamp(fp + 0.5*ps, 0.0, 1.0) - PIXEL_SIZE, vec2(0.0, 0.0), ps)/ps;
- float max_coord = max(f.x, f.y);
- vec3 res = mix(E*(1.04+fp.x*fp.y), E*0.36, max_coord);
- fragColor = vec4(clamp( pow(res, vec3(1.0 / 2.2)), 0.0, 1.0 ), 1.0);
- }
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