/usr/share/fs-uae/shaders/testbloom-2.shader is in fs-uae 2.6.2+dfsg-3build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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<shader language="GLSL">
<vertex><![CDATA[
void main(void) {
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}
]]></vertex>
<fragment><![CDATA[
uniform sampler2D texture;
#define glarebasesize 0.896
#define power 0.40 // 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 < 2; 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>
<fragment scale="1.0" filter="nearest"><![CDATA[
uniform sampler2D rubyTexture;
uniform vec2 rubyTextureSize;
const float MIX_ALPHA = 0.4;
void main(void) {
vec4 rgb = texture2D(rubyTexture, gl_TexCoord[0].xy);
vec4 rgb2;
if (int(gl_FragCoord.x) == 0) {
rgb2 = rgb;
}
else {
rgb2 = texture2D(rubyTexture, gl_TexCoord[0].xy +
vec2(-1.0 / rubyTextureSize.x, 0));
}
gl_FragColor = mix(rgb, rgb2, MIX_ALPHA);
}
]]></fragment>
<fragment outscale="1.0"><![CDATA[
uniform sampler2D rubyTexture;
const float STRENGTH = 160.0;
const float STRENGTH2 = 250.0;
float Hue_2_RGB(float v1, float v2, float vH )
{
float ret;
if ( vH < 0.0 )
vH += 1.0;
if ( vH > 1.0 )
vH -= 1.0;
if ( ( 6.0 * vH ) < 1.0 )
ret = ( v1 + ( v2 - v1 ) * 6.0 * vH );
else if ( ( 2.0 * vH ) < 1.0 )
ret = ( v2 );
else if ( ( 3.0 * vH ) < 2.0 )
ret = ( v1 + ( v2 - v1 ) * ( ( 2.0 / 3.0 ) - vH ) * 6.0 );
else
ret = v1;
return ret;
}
void main(void) {
const float istrength = 255.0 - STRENGTH;
const float istrength2 = 255.0 - STRENGTH2;
const float max_brightness = 245.0;
vec4 rgb = texture2D(rubyTexture, gl_TexCoord[0].xy);
float Cmax, Cmin;
float D;
float H, S, L;
float R, G, B;
R = rgb.r;
G = rgb.g;
B = rgb.b;
Cmax = max (R, max (G, B));
Cmin = min (R, min (G, B));
// calculate lightness
L = (Cmax + Cmin) / 2.0;
if (Cmax == Cmin) { // it's grey
H = 0.0; // it's actually undefined
S = 0.0;
}
else {
D = Cmax - Cmin; // we know D != 0 so we cas safely divide by it// calculate lightness
// calculate Saturation
if (L < 0.5)
{
S = D / (Cmax + Cmin);
}
else
{
S = D / (2.0 - (Cmax + Cmin));
}
// calculate Hue
if (R == Cmax)
{
H = (G - B) / D;
} else {
if (G == Cmax)
{
H = 2.0 + (B - R) /D;
}
else
{
H = 4.0 + (R - G) / D;
}
}
H = H / 6.0;
}
float line = float(int(gl_FragCoord.y));
if (int(mod(line, 3.0)) < 1) {
//float ia = (istrength - (255.0 - max_brightness)) / 255.0 +
// ((rgb.r + rgb.g + rgb.b) / 3.0) / (255.0 / STRENGTH);
//gl_FragColor = rgb * vec4(ia, ia, ia, 1.0);
float ia = (istrength - (255.0 - max_brightness)) / 255.0 +
(L) / (255.0 / STRENGTH);
L = L * ia;
}
else if (int(mod(line, 3.0)) < 2) {
//float ia = (istrength2 - (255.0 - max_brightness)) / 255.0 +
// ((rgb.r + rgb.g + rgb.b) / 3.0) / (255.0 / STRENGTH2);
//gl_FragColor = rgb * vec4(ia, ia, ia, 1.0);
//L = L * 0.95 + 0.05;
float ia = (istrength - (255.0 - max_brightness)) / 255.0 +
(L) / (255.0 / STRENGTH2);
L = L * ia;
}
else {
//gl_FragColor = mix(rgb,
// vec4(1.0, 1.0, 1.0, 1.0), 0.05);
//L = L * 0.95 + 0.05;
}
//float gamma = 10.0;
//S = pow(S, 1.0 / gamma);
//S = 1.0;
//S = 1.0 - S;
//S = S * (1.0 - S);
//S = 0.5 + S * 0.5;
//S = 1.0 - S;
if (H < 0.0)
{
H = H + 1.0;
}
// clamp H,S and L to [0..1]
H = clamp(H, 0.0, 1.0);
S = clamp(S, 0.0, 1.0);
L = clamp(L, 0.0, 1.0);
float var_2, var_1;
if (S == 0.0)
{
R = L;
G = L;
B = L;
}
else
{
if ( L < 0.5 )
{
var_2 = L * ( 1.0 + S );
}
else
{
var_2 = ( L + S ) - ( S * L );
}
var_1 = 2.0 * L - var_2;
R = Hue_2_RGB( var_1, var_2, H + ( 1.0 / 3.0 ) );
G = Hue_2_RGB( var_1, var_2, H );
B = Hue_2_RGB( var_1, var_2, H - ( 1.0 / 3.0 ) );
}
gl_FragColor = vec4(R,G,B, rgb.a);
}
]]></fragment>
</shader>
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