Custom PPSSPP shaders
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01-03-2016, 12:08 AM
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My new shader - Nintendo DS Auto Contrast like
Hello everyone, here's a shader I came with today. It's a shader inspired by subtle constrast and contouring we can see in some Nintendo DS games. It adds so much clarity in your psp game. Have fun playing games
![]() Fragment Shader File Content uniform sampler2D sampler0; uniform vec2 u_texelDelta; varying vec4 v_texcoord0; void main() { vec3 cu = texture2D(sampler0, v_texcoord0.xy + (vec2(0.0, -1.0) * u_texelDelta)).xyz; vec3 cd = texture2D(sampler0, v_texcoord0.xy + (vec2(0.0, 1.0) * u_texelDelta)).xyz; vec3 cl = texture2D(sampler0, v_texcoord0.xy + (vec2(-1.0, 0.0) * u_texelDelta)).xyz; vec3 cr = texture2D(sampler0, v_texcoord0.xy + (vec2(1.0, 0.0) * u_texelDelta)).xyz; vec3 c = texture2D(sampler0, v_texcoord0.xy).xyz; float lc = max(max(c.r, c.g), c.b); float d=0; float nd=0; nd = max(max(cu.r-c.r, cu.g-c.g), cu.b-c.b); if(nd > d) d=nd; nd = max(max(cd.r-c.r, cd.g-c.g), cd.b-c.b); if(nd > d) d=nd; nd = max(max(cl.r-c.r, cl.g-c.g), cl.b-c.b); if(nd > d) d=nd; nd = max(max(cr.r-c.r, cr.g-c.g), cr.b-c.b); if(nd > d) d=nd; gl_FragColor.xyz = c * (lc - d) / lc; gl_FragColor.a = 1.0; } Vertex Shader File Content attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec4 v_texcoord0; void main() { gl_Position = a_position; v_texcoord0=a_texcoord0.xyxy; } |
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