1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950 |
- /* MegaZeux
- *
- * Copyright (C) 2008 Joel Bouchard Lamontagne <logicow@gmail.com>
- * Copyright (C) 2009 Alistair John Strachan <alistair@devzero.co.uk>
- * Copyright (C) 2017 Alice Rowan <petrifiedrowan@gmail.com>
- *
- * 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
- */
- #version 110
- /* Greyscale scaling shader based on nearest.frag */
- uniform sampler2D baseMap;
- varying vec2 vTexcoord;
- #define TEX_SCREEN_WIDTH 1024.0
- #define TEX_SCREEN_HEIGHT 512.0
- #define HALF_PIXEL_X 0.5 / TEX_SCREEN_WIDTH
- #define HALF_PIXEL_Y 0.5 / TEX_SCREEN_HEIGHT
- void main(void)
- {
- const vec4 weight = vec4(0.30, 0.59, 0.11, 0);
- vec2 src = vec2(
- floor(vTexcoord.x * TEX_SCREEN_WIDTH) / TEX_SCREEN_WIDTH + HALF_PIXEL_X,
- floor(vTexcoord.y * TEX_SCREEN_HEIGHT) / TEX_SCREEN_HEIGHT + HALF_PIXEL_Y
- );
- vec4 color = texture2D(baseMap, src);
- float lum = dot(color, weight);
- gl_FragColor = vec4(lum, lum, lum, 1.0);
- }
|