#version 330 // This is a fuck shader. It is very fuck. in vec2 fragTexCoord; out vec4 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; const float PI = 3.1415926535; const float aperture = 290.0; const float renderWidth = 16; const float renderHeight = 12; const float gamma = 0.6; const float numColors = 3.0; float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); void main() { float apertureHalf = 0.5*aperture*(PI/180.0); float maxFactor = sin(apertureHalf); vec2 uv = vec2(0); vec2 xy = 2.0*fragTexCoord.xy - 1.0; float d = length(xy); if (d < (2.0 - maxFactor)) { d = length(xy*maxFactor); float z = sqrt(1.0 - d*d); float r = atan(d, z)/PI; float phi = atan(xy.y, xy.x); uv.x = r*cos(phi) + 0.5; uv.y = r*sin(phi) + 0.5; } else { uv = fragTexCoord.xy; } vec4 color = texture(texture0, uv); color += texture(texture0, fragTexCoord + 0.001); color += texture(texture0, fragTexCoord + 0.003); color += texture(texture0, fragTexCoord + 0.005); color += texture(texture0, fragTexCoord + 0.007); color += texture(texture0, fragTexCoord + 0.009); color += texture(texture0, fragTexCoord + 0.011); color += texture(texture0, fragTexCoord - 0.001); color += texture(texture0, fragTexCoord - 0.003); color += texture(texture0, fragTexCoord - 0.005); color += texture(texture0, fragTexCoord - 0.007); color += texture(texture0, fragTexCoord - 0.009); color += texture(texture0, fragTexCoord - 0.011); color.rgb = vec3((color.r + color.g + color.b)/3.0); color = color/9.5; float x = 1.0/renderWidth; float y = 1.0/renderHeight; vec4 horizEdge = vec4(0.0); horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; vec4 vertEdge = vec4(0.0); vertEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; vertEdge -= texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; vertEdge -= texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; vertEdge += texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; vertEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb)); vec3 texelColor = ((color + texture(texture0, uv)) * weight[0]).rgb + edge; for (int i = 1; i < 3; i++) { texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; } texelColor = pow(texelColor, vec3(gamma, gamma, gamma)); texelColor = texelColor*numColors; texelColor = floor(texelColor); texelColor = texelColor/numColors; texelColor = pow(texelColor, vec3(1.0/gamma)); fragColor = vec4(texelColor, 1.0); }