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