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shaders = "5" | ||
shader0 = "dot.glsl" | ||
scale_type0 = "viewport" | ||
filter_linear0 = "false" | ||
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shader1 = gb-pass-1.glsl | ||
shader2 = gb-pass-2.glsl | ||
shader3 = gb-pass-3.glsl | ||
shader4 = gb-pass-4.glsl | ||
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scale_type1 = source | ||
scale1 = 1 | ||
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scale_type2 = source | ||
scale2 = 1 | ||
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scale_type3 = source | ||
scale3 = 1 | ||
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scale_type4 = source | ||
scale4 = 1 | ||
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filter_linear0 = false | ||
filter_linear1 = false | ||
filter_linear2 = false | ||
filter_linear3 = false | ||
filter_linear4 = false | ||
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textures = COLOR_PALETTE;BACKGROUND | ||
COLOR_PALETTE = palette.png | ||
COLOR_PALETTE_linear = false | ||
BACKGROUND = background.png | ||
BACKGROUND_linear = true |
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// GLSL shader autogenerated by cg2glsl.py. | ||
#if defined(VERTEX) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING out | ||
#define COMPAT_ATTRIBUTE in | ||
#define COMPAT_TEXTURE texture | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define COMPAT_ATTRIBUTE attribute | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
COMPAT_VARYING vec2 _upper_bound; | ||
COMPAT_VARYING vec2 _lower_bound; | ||
COMPAT_VARYING vec2 _tex_coord_4; | ||
COMPAT_VARYING vec2 _tex_coord_3; | ||
COMPAT_VARYING vec2 _tex_coord_2; | ||
COMPAT_VARYING vec2 _tex_coord_1; | ||
struct input_dummy { | ||
vec2 _video_size; | ||
vec2 _texture_size; | ||
vec2 _output_dummy_size; | ||
float _frame_count; | ||
float _placeholder33; | ||
}; | ||
struct blur_coords { | ||
vec2 _tex_coord_1; | ||
vec2 _tex_coord_2; | ||
vec2 _tex_coord_3; | ||
vec2 _tex_coord_4; | ||
vec2 _lower_bound; | ||
vec2 _upper_bound; | ||
}; | ||
vec4 _oPosition1; | ||
blur_coords _oBlurCoords1; | ||
input_dummy _IN1; | ||
vec4 _r0007; | ||
COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 TEX0; | ||
COMPAT_VARYING vec4 TEX1; | ||
COMPAT_VARYING vec4 TEX2; | ||
COMPAT_VARYING vec4 TEX3; | ||
COMPAT_VARYING vec4 TEX4; | ||
COMPAT_VARYING vec4 TEX5; | ||
COMPAT_VARYING vec4 TEX6; | ||
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uniform mat4 MVPMatrix; | ||
uniform int FrameDirection; | ||
uniform int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
void main() | ||
{ | ||
vec2 _oTexCoord; | ||
vec2 _texel; | ||
blur_coords _TMP3; | ||
_r0007 = VertexCoord.x*MVPMatrix[0]; | ||
_r0007 = _r0007 + VertexCoord.y*MVPMatrix[1]; | ||
_r0007 = _r0007 + VertexCoord.z*MVPMatrix[2]; | ||
_r0007 = _r0007 + VertexCoord.w*MVPMatrix[3]; | ||
_oPosition1 = _r0007; | ||
_oTexCoord = TexCoord.xy; | ||
_texel = vec2(float((1.00000000E+00/TextureSize).x), float((1.00000000E+00/TextureSize).y)); | ||
_TMP3._tex_coord_1 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).y)); | ||
_TMP3._tex_coord_2 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).y)); | ||
_TMP3._tex_coord_3 = vec2(float((TexCoord.xy + vec2(float(_texel.x), 0.00000000E+00)).x), float((TexCoord.xy + vec2(float(_texel.x), 0.00000000E+00)).y)); | ||
_TMP3._tex_coord_4 = vec2(float((TexCoord.xy + vec2(float(-_texel.x), 0.00000000E+00)).x), float((TexCoord.xy + vec2(float(-_texel.x), 0.00000000E+00)).y)); | ||
_TMP3._upper_bound = vec2(float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).x), float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).y)); | ||
_oBlurCoords1._tex_coord_1 = _TMP3._tex_coord_1; | ||
_oBlurCoords1._tex_coord_2 = _TMP3._tex_coord_2; | ||
_oBlurCoords1._tex_coord_3 = _TMP3._tex_coord_3; | ||
_oBlurCoords1._tex_coord_4 = _TMP3._tex_coord_4; | ||
_oBlurCoords1._lower_bound = vec2( 0.00000000E+00, 0.00000000E+00); | ||
_oBlurCoords1._upper_bound = _TMP3._upper_bound; | ||
gl_Position = _r0007; | ||
TEX0.xy = TexCoord.xy; | ||
TEX1.xy = _TMP3._tex_coord_1; | ||
TEX2.xy = _TMP3._tex_coord_2; | ||
TEX3.xy = _TMP3._tex_coord_3; | ||
TEX4.xy = _TMP3._tex_coord_4; | ||
TEX5.xy = vec2( 0.00000000E+00, 0.00000000E+00); | ||
TEX6.xy = _TMP3._upper_bound; | ||
} | ||
#elif defined(FRAGMENT) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
COMPAT_VARYING vec2 _upper_bound; | ||
COMPAT_VARYING vec2 _lower_bound; | ||
COMPAT_VARYING vec2 _tex_coord_4; | ||
COMPAT_VARYING vec2 _tex_coord_3; | ||
COMPAT_VARYING vec2 _tex_coord_2; | ||
COMPAT_VARYING vec2 _tex_coord_1; | ||
struct input_dummy { | ||
vec2 _video_size; | ||
vec2 _texture_size; | ||
vec2 _output_dummy_size; | ||
float _frame_count; | ||
float _placeholder29; | ||
}; | ||
struct blur_coords { | ||
vec2 _tex_coord_1; | ||
vec2 _tex_coord_2; | ||
vec2 _tex_coord_3; | ||
vec2 _tex_coord_4; | ||
vec2 _lower_bound; | ||
vec2 _upper_bound; | ||
}; | ||
vec4 _ret_0; | ||
float _TMP9; | ||
float _TMP11; | ||
float _TMP10; | ||
vec4 _TMP4; | ||
vec4 _TMP3; | ||
vec4 _TMP2; | ||
vec4 _TMP1; | ||
vec2 _TMP6; | ||
vec2 _TMP8; | ||
vec2 _TMP7; | ||
vec4 _TMP0; | ||
input_dummy _IN2; | ||
vec4 _adjacent_texel_10017; | ||
vec4 _adjacent_texel_20017; | ||
vec4 _adjacent_texel_30017; | ||
vec4 _adjacent_texel_40017; | ||
vec4 _COLOR0017; | ||
vec2 _TMP18; | ||
vec2 _TMP24; | ||
vec2 _TMP30; | ||
vec2 _TMP36; | ||
vec2 _c0043; | ||
vec2 _c0045; | ||
vec2 _c0047; | ||
vec2 _c0049; | ||
float _x0051; | ||
float _TMP52; | ||
COMPAT_VARYING vec4 TEX0; | ||
COMPAT_VARYING vec4 TEX1; | ||
COMPAT_VARYING vec4 TEX2; | ||
COMPAT_VARYING vec4 TEX3; | ||
COMPAT_VARYING vec4 TEX4; | ||
COMPAT_VARYING vec4 TEX5; | ||
COMPAT_VARYING vec4 TEX6; | ||
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uniform sampler2D Texture; | ||
uniform int FrameDirection; | ||
uniform int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
void main() | ||
{ | ||
vec4 _out_color; | ||
_TMP0 = COMPAT_TEXTURE(Texture, TEX0.xy); | ||
_out_color = vec4(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z), float(_TMP0.w)); | ||
_TMP7 = min(vec2(float(TEX6.x), float(TEX6.y)), vec2(float(TEX1.x), float(TEX1.y))); | ||
_TMP6 = vec2(float(_TMP7.x), float(_TMP7.y)); | ||
_TMP8 = max(vec2(float(TEX5.x), float(TEX5.y)), vec2(float(_TMP6.x), float(_TMP6.y))); | ||
_TMP18 = vec2(float(_TMP8.x), float(_TMP8.y)); | ||
_TMP7 = min(vec2(float(TEX6.x), float(TEX6.y)), vec2(float(TEX2.x), float(TEX2.y))); | ||
_TMP6 = vec2(float(_TMP7.x), float(_TMP7.y)); | ||
_TMP8 = max(vec2(float(TEX5.x), float(TEX5.y)), vec2(float(_TMP6.x), float(_TMP6.y))); | ||
_TMP24 = vec2(float(_TMP8.x), float(_TMP8.y)); | ||
_TMP7 = min(vec2(float(TEX6.x), float(TEX6.y)), vec2(float(TEX3.x), float(TEX3.y))); | ||
_TMP6 = vec2(float(_TMP7.x), float(_TMP7.y)); | ||
_TMP8 = max(vec2(float(TEX5.x), float(TEX5.y)), vec2(float(_TMP6.x), float(_TMP6.y))); | ||
_TMP30 = vec2(float(_TMP8.x), float(_TMP8.y)); | ||
_TMP7 = min(vec2(float(TEX6.x), float(TEX6.y)), vec2(float(TEX4.x), float(TEX4.y))); | ||
_TMP6 = vec2(float(_TMP7.x), float(_TMP7.y)); | ||
_TMP8 = max(vec2(float(TEX5.x), float(TEX5.y)), vec2(float(_TMP6.x), float(_TMP6.y))); | ||
_TMP36 = vec2(float(_TMP8.x), float(_TMP8.y)); | ||
_c0043 = vec2(float(_TMP18.x), float(_TMP18.y)); | ||
_TMP1 = COMPAT_TEXTURE(Texture, _c0043); | ||
_adjacent_texel_10017 = vec4(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z), float(_TMP1.w)); | ||
_c0045 = vec2(float(_TMP24.x), float(_TMP24.y)); | ||
_TMP2 = COMPAT_TEXTURE(Texture, _c0045); | ||
_adjacent_texel_20017 = vec4(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z), float(_TMP2.w)); | ||
_c0047 = vec2(float(_TMP30.x), float(_TMP30.y)); | ||
_TMP3 = COMPAT_TEXTURE(Texture, _c0047); | ||
_adjacent_texel_30017 = vec4(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z), float(_TMP3.w)); | ||
_c0049 = vec2(float(_TMP36.x), float(_TMP36.y)); | ||
_TMP4 = COMPAT_TEXTURE(Texture, _c0049); | ||
_adjacent_texel_40017 = vec4(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z), float(_TMP4.w)); | ||
_x0051 = float((_out_color.w == 0.00000000E+00)); | ||
_TMP10 = min(1.00000000E+00, float(_x0051)); | ||
_TMP9 = float(_TMP10); | ||
_TMP11 = max(0.00000000E+00, float(_TMP9)); | ||
_TMP52 = float(_TMP11); | ||
_COLOR0017.w = _out_color.w - ((_out_color.w - _adjacent_texel_10017.w) + (_out_color.w - _adjacent_texel_20017.w) + (_out_color.w - _adjacent_texel_30017.w) + (_out_color.w - _adjacent_texel_40017.w))*1.75781250E-01*_TMP52; | ||
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_COLOR0017.w)); | ||
FragColor = _ret_0; | ||
return; | ||
} | ||
#endif |
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