// // Copyright (c) 2016-2020 Marco Hladik // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // !!samps screen=0 !!ver 120 #include "sys/defs.h" varying vec2 texcoord; #ifdef VERTEX_SHADER void main() { texcoord = v_texcoord.xy; texcoord.y = 1.0 - texcoord.y; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER uniform vec2 e_sourcesize; void main(void) { vec3 col = texture2D(s_screen, texcoord).rgb; /* just downconvert to 16-bit... if this was Unreal we'd dither first. */ col.rgb = floor(col.rgb * vec3(32,64,32))/vec3(32,64,32); gl_FragColor = vec4(col, 1.0); } #endif