1
// Natural Vision Shader, modified to use in PPSSPP.
3
// by ShadX (Modded by SimoneT)
4
// http://forums.ngemu.com/showthread.php?t=76098
7
precision mediump float;
11
uniform sampler2D sampler0;
12
varying vec4 v_texcoord0;
13
varying vec4 v_texcoord1;
14
varying vec4 v_texcoord2;
15
varying vec4 v_texcoord3;
17
const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212,
21
const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
22
0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
23
0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);
25
const vec3 val00 = vec3( 1.2, 1.2, 1.2);
31
c0 = texture2D(sampler0,v_texcoord0.xy).xyz;
32
c0+=(texture2D(sampler0,v_texcoord0.zy).xyz)*0.25;
33
c0+=(texture2D(sampler0,v_texcoord0.xw).xyz)*0.25;
34
c0+=(texture2D(sampler0,v_texcoord0.zw).xyz)*0.125;
36
c0+= texture2D(sampler0,v_texcoord1.xy).xyz;
37
c0+=(texture2D(sampler0,v_texcoord1.zy).xyz)*0.25;
38
c0+=(texture2D(sampler0,v_texcoord1.xw).xyz)*0.25;
39
c0+=(texture2D(sampler0,v_texcoord1.zw).xyz)*0.125;
41
c0+= texture2D(sampler0,v_texcoord2.xy).xyz;
42
c0+=(texture2D(sampler0,v_texcoord2.zy).xyz)*0.25;
43
c0+=(texture2D(sampler0,v_texcoord2.xw).xyz)*0.25;
44
c0+=(texture2D(sampler0,v_texcoord2.zw).xyz)*0.125;
46
c0+= texture2D(sampler0,v_texcoord3.xy).xyz;
47
c0+=(texture2D(sampler0,v_texcoord3.zy).xyz)*0.25;
48
c0+=(texture2D(sampler0,v_texcoord3.xw).xyz)*0.25;
49
c0+=(texture2D(sampler0,v_texcoord3.zw).xyz)*0.125;
54
c1=vec3(pow(c1.x,val00.x),c1.yz*val00.yz);
56
gl_FragColor.rgb=YIQtoRGB*c1;