implemented downscale borrowed from BSL
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34dccdfbe8
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3 changed files with 41 additions and 4 deletions
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@ -9,8 +9,11 @@
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#define rgbSteps 4 // the number of rgb values to use [2 4 8 16 32 64]
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//#define BLACKEN // Whether or not to blackent the background
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#define pixelSize 2 // the size of pixels [1 2 4 8 16]
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uniform sampler2D gcolor;
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uniform sampler2D colortex1;
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uniform float viewWidth, viewHeight;
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varying vec2 texcoord;
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@ -107,8 +110,18 @@ float dither(float color, float dithersteps) {
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}
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void main() {
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vec2 newcoord = texcoord;
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#if pixelSize > 1
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vec2 view = vec2(viewWidth, viewHeight) / float(pixelSize);
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float offset = (ceil(pixelSize * 0.5) - 0.5) / float(pixelSize);
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newcoord = (floor(newcoord * view) + offset) / view;
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#endif
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vec3 color = texture2D(gcolor, newcoord).rgb;
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//gl_FragData[0] = vec4(vec3(color), 1.0);
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float mask;
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vec3 ogRGB = texture2D(gcolor, texcoord).rgb;
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//vec3 ogRGB = texture2D(gcolor, texcoord).rgb;
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vec3 ogRGB = color;
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vec3 ogHSV = rgb2hsv(ogRGB).xyz;
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float val = ogHSV.z;
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vec3 ditherhsv = hsv2rgb(vec3(dither(ogHSV.x, hueSteps), dither(ogHSV.y, satSteps), dither(ogHSV.z, valSteps))).rgb;
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@ -120,7 +133,6 @@ void main() {
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#else
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vec3 final = ditherhsv;
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#endif
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/* DRAWBUFFERS:0 */
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gl_FragData[0] = vec4(vec3(final), 1.0); //gcolor
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gl_FragData[0] = vec4(vec3(final), 1.0); //gcolor
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}
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19
shaders/lang/en_US.lang
Normal file
19
shaders/lang/en_US.lang
Normal file
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@ -0,0 +1,19 @@
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option.pixelSize=Downscaling
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value.pixelSize.1=Off
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value.pixelSize.2=Low (2x)
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value.pixelSize.4=Medium (4x)
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value.pixelSize.8=High (8x)
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value.pixelSize.16=Silly (16x)
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screen.COLOR=Color Depth
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option.RGB=Use RGB
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option.rgbSteps=RGB Depth
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option.hueSteps=Hue Depth
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option.satSteps=Saturation Depth
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option.valSteps=Value Depth
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screen.PSX=PSX
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option.vWarp=Vertex Warping
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option.tWarp=Texture Warping
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@ -1 +1,7 @@
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sliders=hueSteps satSteps valSteps
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps
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screen=pixelSize [COLOR] [PSX]
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screen.COLOR=RGB rgbSteps pixelSize hueSteps satSteps valSteps
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screen.PSX=<empty>
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