fix "some" pp shaders ...

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degasus committed 2013-03-07 19:51:57 +01:00
1 parent ebb34ced91
commit 8b232c7a4d
21 files changed
+305 -300

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+10 -5
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@@ -1,10 +1,15 @@
uniform samplerRECT samp0 : register(s0);
uniform sampler2D samp9;
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 emboss = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*2.0f;
emboss -= (texRECT(samp0, uv0+float2(1,-1)).rgba - texRECT(samp0, uv0+float2(-1,1)).rgba);
float4 color = texRECT(samp0, uv0).rgba;
float4 emboss = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*2.0;
emboss -= (texture(samp9, uv0+float2(1,-1)*resolution.zw).rgba - texture(samp9, uv0+float2(-1,1)*resolution.zw).rgba);
float4 color = texture(samp9, uv0).rgba;
if (color.r > 0.8 && color.b + color.b < 0.2)
ocol0 = float4(1,0,0,0);
else {