dolphin/Data/Sys/Shaders/emboss.glsl

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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
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{
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float4 c0 = texture(samp9, uv0).rgba;
float4 c1 = texture(samp9, uv0 + float2(5.0,5.0)*resolution.zw).rgba;
float y = (0.222 * c1.r) + (0.707 * c1.g) + (0.071 * c1.b);
float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3.0;
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float red = c0.r;
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float green = c0.g;
float blue = c0.b;
float alpha = c0.a;
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red = y2 + (1.0 - y);
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green = y2 + (1.0 - y);
blue = y2 + (1.0 - y);
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ocol0 = float4(red, green, blue, alpha);
}