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					Custom PPSSPP shaders
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					01-08-2016, 10:36 PM 
				  Post: #238 | |||
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| RE: Custom PPSSPP shaders 
					Modification of the emboss / bump map shader. Really much better. Fragment shader file content uniform sampler2D sampler0; uniform vec2 u_texelDelta; varying vec4 v_texcoord0; vec3 emboss(vec2 textcoord, float str) { bool ok = true; vec3 c = texture2D(sampler0, textcoord.xy).xyz; vec3 cp = texture2D(sampler0, textcoord.xy - (vec2(1.0, 1.0) * u_texelDelta)).xyz; vec3 cm = texture2D(sampler0, textcoord.xy + (vec2(1.0, 1.0) * u_texelDelta)).xyz; float l = max(max(c.r, c.g), c.b); float nl; while(ok && str > 0) { nl = l; nl += max(max(cp.r, cp.g), cp.b) * str; nl -= max(max(cm.r, cm.g), cm.b) * str; if(abs(nl - l) < 0.1) ok = false; else str-=0.1; } if(str > 0) return c * nl / l; else return vec3(1, 0, 0); } void main () { gl_FragColor.rgb = emboss(v_texcoord0.xy, 2); // 2 is the strength of the effect... the higher the more strength gl_FragColor.a = 1; } | |||
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