/usr/share/fs-uae/shaders/heavybloom.shader is in fs-uae 2.4.1+ds-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 | <?xml version="1.0" encoding="UTF-8"?>
<!--
WhateverMan's Bloom Shader
Copyright (c) 2010 WhateverMan
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-->
<shader language="GLSL">
<vertex><![CDATA[
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}
]]></vertex>
<fragment><![CDATA[
uniform sampler2D texture;
#define glarebasesize 0.42
#define power 0.65 // 0.50 is good
uniform vec2 rubyTextureSize;
void main()
{
vec4 sum = vec4(0.0);
vec4 bum = vec4(0.0);
vec2 texcoord = vec2(gl_TexCoord[0]);
int j;
int i;
vec2 glaresize = vec2(glarebasesize) / rubyTextureSize;
for(i = -2; i < 5; i++)
{
for (j = -1; j < 1; j++)
{
sum += texture2D(texture, texcoord + vec2(-i, j)*glaresize) * power;
bum += texture2D(texture, texcoord + vec2(j, i)*glaresize) * power;
}
}
if (texture2D(texture, texcoord).r < 2.0)
{
gl_FragColor = sum*sum*sum*0.001+bum*bum*bum*0.0080 + texture2D(texture, texcoord);
}
}
]]></fragment>
</shader>
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