mirror of
https://github.com/italicsjenga/slang-shaders.git
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CRt-Yee64 and yeetron now uses RSDK Decompilation code (#283)
* CRt-Yee64 and yeetron now uses RSDK Decompilation code Which means its now humanly readable! Hooray for reverse engineer! * I think i got those mixed up so, here
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parent
d1a344c1ca
commit
914543309f
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@ -4,15 +4,28 @@
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layout(push_constant) uniform Push
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{
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float viewSizeHD;
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float brightness;
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float intensityR;
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float intensityG;
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float intensityB;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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#pragma parameter viewSizeHD "Min Dimming Res" 720.0 0.0 2190.0 1.0
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int viewSizeHD = int(params.viewSizeHD);
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#pragma parameter brightness "CRT Brightness" 1.5 0.0 5.0 0.1
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#pragma parameter intensityR "Red Dimming Intensity" 1.2 0.0 2.0 0.1
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#pragma parameter intensityG "Green Dimming Intensity" 0.9 0.0 2.0 0.1
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#pragma parameter intensityB "Blue Dimming Intensity" 0.9 0.0 2.0 0.1
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 FinalViewportSize;
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} global;
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#pragma stage vertex
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@ -33,139 +46,59 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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//Declare parameters
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//pixelSize
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vec4 c0 = params.SourceSize.xyzw;
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//textureSize
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const vec4 c1 = params.SourceSize.xyzw;
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//viewSize
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const vec4 c2 = params.OutputSize.xyzw;
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//texDiffuse
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const vec4 c3 = vec4(-1., 0.5, 1.25, 0.);
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const vec4 c4 = vec4(0.5, -0.5, 1.5, -3.);
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const vec4 c5 = vec4(-1., 1., -2., 2.);
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const vec4 c6 = vec4(-3., -8., 720., 0.166666672);
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const vec4 c7 = vec4(-0.333000004, -0.666000009, 0.899999976, 1.20000005);
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const vec4 c8 = vec4(1.5, 0.5, 2.5, 0.899999976);
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vec2 textureSize = params.SourceSize.xy; // Size of Internal Framebuffer
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vec2 viewSize = global.FinalViewportSize.xy; // Size of final Viewport
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vec2 pixelSize = params.OriginalSize.xy; // Size of Game resolution;
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//Declare registers
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vec4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9;
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vec2 texelPos = (textureSize.xy / pixelSize.xy) * vTexCoord.xy;
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vec4 size = (pixelSize.xy / textureSize.xy).xyxy * texelPos.xyxy;
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vec2 exp = size.zw * textureSize.xy + -floor(size.zw * textureSize.xy) + -0.5;
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//Code starts here
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vec4 v0 = vTexCoord.xyyy;
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//dcl_2d s0
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r0.z = c3.w;
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r1.x = 1.0 / c0.x;
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r1.y = 1.0 / c0.y;
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r1.xy = (r1 * c1).xy;
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r1.xy = (r1 * v0).xy;
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r2.x = 1.0 / c1.x;
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r2.y = 1.0 / c1.y;
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r1.zw = (r2.xyxy * c0.xyxy).zw;
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r1.zw = (r1 * r1.xyxy).zw;
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r1.xy = (r1 * c2).xy;
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r2.zw = (r1 * c1.xyxy).zw;
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r2.zw = fract(r2).zw;
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r0.xy = (-r2.zwzw).xy;
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r3.xy = (r1.zwzw * c1 + r0.xzzw).xy;
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r4.yz = (r1.xzww * c1.xxyw + r0.xzyw).yz;
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r3.z = r0.y + r3.y;
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r5 = r3.xzxz + -c4.zyxy;
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r3 = r3.xzxz + c8.xyzy;
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r3 = r2.xyxy * r3;
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r5 = r2.xyxy * r5;
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r6 = texture(Source, r5.zw);
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r5 = texture(Source, r5.xy);
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r5.xyz = (r5 * c3.zzzz).xyz;
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r7 = r1.zwzw * c1.xyxy + r0.xyxy;
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r0.zw = (r1 * c1.xyxy + - r7).zw;
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r8.x = c3.x;
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r1.zw = (r1 * c1.xyxy + r8.xxxx).zw;
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r1.zw = (r0.xyxy + r1).zw;
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r4.x = r0.x + r4.y;
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r4 = r4.xzxz + c4.xyxz;
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r4 = r2.xyxy * r4;
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r0.xy = (r1.zwzw + c3.yyyy).xy;
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r0.xy = (r2 * r0).xy;
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r8 = texture(Source, r0.xy);
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r8.xyz = (r8 * c3.zzzz).xyz;
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r0.xy = (r0.zwzw + -c3.yyyy).xy;
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r9 = -r0.xxxx + c5;
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r9 = r9 * r9;
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r9 = r9 * c4.wwww;
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r0.z = pow(2, r9.x);
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r6.xyz = (r6 * r0.zzzz).xyz;
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r6.xyz = (r6 * c3.zzzz).xyz;
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r0.w = pow(2, r9.z);
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r5.xyz = (r5 * r0.wwww + r6).xyz;
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r0.w = r0.z + r0.w;
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r6 = r7.zwzw + c4.zyxx;
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r7 = r7 + c4.yzzz;
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r7 = r2.xyxy * r7;
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r2 = r2.xyxy * r6;
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r6 = texture(Source, r2.zw);
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r2 = texture(Source, r2.xy);
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r2.xyz = (r2 * c3.zzzz).xyz;
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r1.zw = (r0.xyxy * r0.xyxy).zw;
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r0.xy = (-r0.yyyy + c5).xy;
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r0.xy = (r0 * r0).xy;
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r0.xy = (r0 * c6.yyyy).xy;
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r1.zw = (r1 * c6.xyxy).zw;
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r1.z = pow(2, r1.z);
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r1.w = pow(2, r1.w);
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r6.xyz = (r6 * r1.zzzz).xyz;
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r5.xyz = (r6 * c3.zzzz + r5).xyz;
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r6 = texture(Source, r3.xy);
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r3 = texture(Source, r3.zw);
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r3.xyz = (r3 * c3.zzzz).xyz;
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r2.w = pow(2, r9.y);
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r3.w = pow(2, r9.w);
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r6.xyz = (r6 * r2.wwww).xyz;
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r5.xyz = (r6 * c3.zzzz + r5).xyz;
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r3.xyz = (r3 * r3.wwww + r5).xyz;
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r0.w = r0.w + r1.z;
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r0.w = r2.w + r0.w;
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r0.w = r3.w + r0.w;
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r0.w = 1.0 / r0.w;
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r3.xyz = (r0.wwww * r3).xyz;
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r3.xyz = (r1.wwww * r3).xyz;
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r5 = texture(Source, r4.xy);
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r4 = texture(Source, r4.zw);
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r4.xyz = (r1.zzzz * r4).xyz;
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r4.xyz = (r4 * c3.zzzz).xyz;
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r5.xyz = (r5 * c3.zzzz).xyz;
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r5.xyz = (r1.zzzz * r5).xyz;
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r0.w = r0.z + r1.z;
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r0.w = r2.w + r0.w;
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r0.w = 1.0 / r0.w;
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r5.xyz = (r8 * r0.zzzz + r5).xyz;
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r2.xyz = (r2 * r2.wwww + r5).xyz;
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r2.xyz = (r0.wwww * r2).xyz;
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r0.x = pow(2, r0.x);
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r0.y = pow(2, r0.y);
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r2.xyz = (r2 * r0.xxxx + r3).xyz;
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r3 = texture(Source, r7.xy);
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r5 = texture(Source, r7.zw);
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r5.xyz = (r2.wwww * r5).xyz;
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r3.xyz = (r0.zzzz * r3).xyz;
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r3.xyz = (r3 * c3.zzzz + r4).xyz;
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r3.xyz = (r5 * c3.zzzz + r3).xyz;
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r0.xzw = (r0.wwww * r3.xyyz).xzw;
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r0.xyz = (r0.xzww * r0.yyyy + r2).xyz;
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r1.zw = fract(r1.xyxy).zw;
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r1.xy = (-r1.zwzw + r1).xy;
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r1.xy = (r1 + c3.yyyy).xy;
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r0.w = (r1.y * -c4.w + r1.x);
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r0.w = r0.w * c6.w;
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r0.w = fract(r0.w);
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r1.xy = (r0.wwww + c7).xy;
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r2.yz = (r1.y >= 0 ? c7.xzww : c7.xwzw).yz;
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r2.x = c8.w;
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r1.xyz = (r1.x >= 0 ? r2 : c7.wzzw).xyz;
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r1.xyz = (r0 * r1).xyz;
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r2.z = c6.z;
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r0.w = r2.z + -c2.y;
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FragColor.xyz = (r0.w >= 0 ? r0 : r1).xyz;
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FragColor.w = -c3.x;
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vec4 factor =vec4(0.0,0.0,0.0,0.0);
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factor.x = pow(2.0, pow(-1.0 - exp.x, 2.0) * (-3.0));
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factor.y = pow(2.0, pow( 1.0 - exp.x, 2.0) * (-3.0));
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factor.z = pow(2.0, pow(-2.0 - exp.x, 2.0) * (-3.0));
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factor.w = pow(2.0, pow( 2.0 - exp.x, 2.0) * (-3.0));
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float factor2 = pow(2.0, pow(exp.x, 2.0) * -3.0); // used for the same stuff as 'factor', just doesn't fit in a vec4 :)
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vec3 power = vec3(0.0,0.0,0.0);
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power.x = pow(2.0, pow(exp.y, 2.0) * -8.0);
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power.y = pow(2.0, pow(-exp.y + -1.0, 2.0) * -8.0);
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power.z = pow(2.0, pow(-exp.y + 1.0, 2.0) * -8.0);
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vec2 viewPos = floor(texelPos.xy * viewSize.xy) + 0.5;
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float intencityPos = fract((viewPos.y * 3.0 + viewPos.x) * 0.166667);
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vec3 intencity = vec3(params.intensityR, params.intensityG, params.intensityB);
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vec4 scanlineIntencity = vec4(0.0,0.0,0.0,0.0);
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if (intencityPos < 0.333)
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scanlineIntencity.rgb = intencity.xyz;
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else if (intencityPos < 0.666)
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scanlineIntencity.rgb = intencity.zxy;
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else
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scanlineIntencity.rgb = intencity.yzx;
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vec3 color1 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 1, -1)) + 0.5) / textureSize.xy).rgb * factor.y * params.brightness;
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vec3 color2 = texture(Source, (floor(size.zw * textureSize.xy + vec2(-2, 0)) + 0.5) / textureSize.xy).rgb * factor.z * params.brightness;
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vec3 color3 = texture(Source, (floor(size.zw * textureSize.xy + vec2(-1, 0)) + 0.5) / textureSize.xy).rgb * factor.x * params.brightness;
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vec3 color4 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 1, 0)) + 0.5) / textureSize.xy).rgb * factor.y * params.brightness;
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vec3 color5 = texture(Source, (floor(size.zw * textureSize.xy + 0) + 0.5) / textureSize.xy).rgb * factor2 * params.brightness;
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vec3 color6 = texture(Source, (floor(size.zw * textureSize.xy + vec2(-1, 1)) + 0.5) / textureSize.xy).rgb * factor.x * params.brightness;
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vec3 color7 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 2, 0)) + 0.5) / textureSize.xy).rgb * factor.w * params.brightness;
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vec3 color8 = texture(Source, (floor(size.zw * textureSize.xy + -1) + 0.5) / textureSize.xy).rgb * factor.x * params.brightness;
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vec3 color9 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 0, -1)) + 0.5) / textureSize.xy).rgb * factor2 * params.brightness;
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vec3 color10 = texture(Source, (floor(size.zw * textureSize.xy + 1) + 0.5) / textureSize.xy).rgb * factor.y * params.brightness;
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vec3 color11 = texture(Source, (floor(size.xy * textureSize.xy + vec2( 0, 1)) + 0.5) / textureSize.xy).rgb * factor2 * params.brightness;
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vec3 final =
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power.x * (color2 + color3 + color4 + color5 + color7) / (factor.z + factor.x + factor.y + factor2 + factor.w) +
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power.y * (color1 + color8 + color9) / (factor.y + factor.x + factor2) +
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power.z * (color10 + color6 + color11) / (factor.y + factor.x + factor2);
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vec4 outColor = vec4(0.0,0.0,0.0,0.0);
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outColor.xyz = params.viewSizeHD < viewSize.y ? (scanlineIntencity.rgb * final.rgb) : final.rgb;
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outColor.w = 1.0;
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FragColor.xyzw = outColor.xyzw;
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}
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@ -4,15 +4,26 @@
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layout(push_constant) uniform Push
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{
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float viewSizeHD;
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float intensityR;
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float intensityG;
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float intensityB;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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#pragma parameter viewSizeHD "Min Dimming Res" 720.0 0.0 2190.0 1.0
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int viewSizeHD = int(params.viewSizeHD);
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#pragma parameter intensityR "Red Dimming Intensity" 1.2 0.0 2.0 0.1
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#pragma parameter intensityG "Green Dimming Intensity" 0.9 0.0 2.0 0.1
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#pragma parameter intensityB "Blue Dimming Intensity" 0.9 0.0 2.0 0.1
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 FinalViewportSize;
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} global;
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#pragma stage vertex
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@ -31,94 +42,53 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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vec4 cmp(vec4 src0, vec4 src1, vec4 src2) {
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return vec4(
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src0.x >= 0 ? src1.x : src2.x,
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src0.y >= 0 ? src1.y : src2.y,
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src0.z >= 0 ? src1.z : src2.z,
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src0.w >= 0 ? src1.w : src2.w
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);
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}
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void main()
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{
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//Declare parameters
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//pixelSize
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vec4 c0 = params.SourceSize.xyzw;
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//textureSize
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const vec4 c1 = params.SourceSize.xyzw;
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//viewSize
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const vec4 c2 = params.OutputSize.xyzw;
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float RSDK_PI = 3.14159;
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vec2 textureSize = params.SourceSize.xy; // Size of Internal Framebuffer
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vec2 viewSize = global.FinalViewportSize.xy; // Size of final Viewport
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vec2 pixelSize = params.OriginalSize.xy; // Size of Game resolution;
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//Declare constants
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const vec4 c3 = vec4(1.5, 0.800000012, 1.25, 0.75);
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const vec4 c4 = vec4(6.28318548, -3.14159274, 0.25, -0.25);
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const vec4 c5 = vec4(1., 0.5, 720., 3.);
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const vec4 c6 = vec4(0.166666672, -0.333000004, -0.666000009, 0.899999976);
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const vec4 c7 = vec4(0.899999976, 1.10000002, 0., 0.);
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const vec4 c8 = vec4(-0.5, -0.25, 2., 0.5);
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vec2 viewPos = floor((textureSize.xy / pixelSize.xy) * vTexCoord.xy * viewSize.xy) + 0.5;
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float intencityPos = fract((viewPos.y * 3.0 + viewPos.x) * 0.166667);
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//Declare registers
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vec4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9;
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vec3 intencity = vec3(params.intensityR, params.intensityG, params.intensityB);
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vec4 scanlineIntencity = vec4(0.0,0.0,0.0,0.0);
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if (intencityPos < 0.333)
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scanlineIntencity.rgb = intencity.xyz;
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else if (intencityPos < 0.666)
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scanlineIntencity.rgb = intencity.zxy;
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else
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scanlineIntencity.rgb = intencity.yzx;
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//Code starts here
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vec4 v0 = vTexCoord.xyyy;
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//dcl_2d s0
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r0.x = 1.0 / c0.x;
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r0.y = 1.0 / c0.y;
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r0.xy = (r0 * c1).xy;
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r0.xy = (r0 * v0).xy;
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r0.xy = (r0 * c2).xy;
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r0.zw = fract(r0.xyxy).zw;
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r0.xy = (-r0.zwzw + r0).xy;
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r0.xy = (r0 + c8.wwww).xy;
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r0.x = r0.y * c5.w + r0.x;
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r0.x = r0.x * c6.x;
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r0.x = fract(r0.x);
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r0.xy = (r0.xxxx + c6.yzzw).xy;
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r1.yz = (r0.y >= 0 ? c7.xxyw : c7.xyxw).yz;
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r1.x = c6.w;
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r0.xyz = (r0.x >= 0 ? r1 : c7.yxxw).xyz;
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r1.xy = (c1 * v0).xy;
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r0.w = r1.y * c8.w + c8.w;
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r0.w = fract(r0.w);
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r0.w = r0.w * c4.x + c4.y;
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r2.y = sin(r0.w);
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r1.zw = (abs(r2).yyyy + c4).zw;
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r1.z = clamp(r1.z, 0.0, 1.0);
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r0.w = r1.w >= 0 ? r1.z : c8.w;
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r2 = fract(r1.xyxy);
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r1.xy = (r1 + -r2.zwzw).xy;
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r2 = r2 + c8.xxyy;
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r1.zw = (r1.xyxy + c8.wwww).zw;
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r1.zw = (v0.xyxy * -c1.xyxy + r1).zw;
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r1.w = r1.w + r1.w;
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r1.z = r1.z * c8.w;
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r1.z = -abs(r1).z + c3.x;
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r3.x = max(c3.y, r1.z);
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r4.x = min(r3.x, c3.z);
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r1.zw = (-abs(r1).wwww + c3).zw;
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||||
r1.z = clamp(r1.z, 0.0, 1.0);
|
||||
r1.z = r1.w >= 0 ? r1.z : c8.w;
|
||||
r4.y = r0.w + r1.z;
|
||||
r0.w = r0.w * r4.x;
|
||||
r1.z = r1.z * r4.x;
|
||||
r3.xy = (r4 * c5).xy;
|
||||
r1.w = r3.y * r3.x;
|
||||
r2.z = cmp(r2, r2.xyxy, c8.yyyy).z;
|
||||
r3.xy = max(c8.yyyy, -r2.zwzw).xy;
|
||||
r2.xy = (r2 + r3).xy;
|
||||
r1.xy = (r2 * c8.zzzz + r1).xy;
|
||||
r1.xy = (r1 + c8.wwww).xy;
|
||||
r2.x = 1.0 / c1.x;
|
||||
r2.y = 1.0 / c1.y;
|
||||
r1.xy = (r1 * r2).xy;
|
||||
r2 = texture(Source, r1.xy);
|
||||
r3.x = r0.w * r2.x;
|
||||
r3.yz = (r1.xzww * r2).yz;
|
||||
FragColor.w = r2.w;
|
||||
r0.xyz = (r0 * r3).xyz;
|
||||
r1.z = c5.z;
|
||||
r0.w = r1.z + -c2.y;
|
||||
FragColor.xyz = (r0.w >= 0 ? r3 : r0).xyz;
|
||||
vec2 pixelPos = vTexCoord.xy * textureSize.xy;
|
||||
vec2 roundedPixelPos = floor(pixelPos.xy);
|
||||
|
||||
scanlineIntencity.a = clamp(abs(sin(pixelPos.y * RSDK_PI)) + 0.25, 0.5, 1.0);
|
||||
pixelPos.xy = fract(pixelPos.xy) + -0.5;
|
||||
|
||||
vec2 invTexPos = -vTexCoord.xy * textureSize.xy + (roundedPixelPos + 0.5);
|
||||
|
||||
vec2 newTexPos = vec2(0.0,0.0);
|
||||
newTexPos.x = clamp(-abs(invTexPos.x * 0.5) + 1.5, 0.8, 1.25);
|
||||
newTexPos.y = clamp(-abs(invTexPos.y * 2.0) + 1.25, 0.5, 1.0);
|
||||
|
||||
vec2 colorMod;
|
||||
colorMod.x = newTexPos.x * newTexPos.y;
|
||||
colorMod.y = newTexPos.x * ((scanlineIntencity.a + newTexPos.y) * 0.5);
|
||||
|
||||
scanlineIntencity.w *= newTexPos.x;
|
||||
|
||||
vec2 texPos = ((pixelPos.xy + -clamp(pixelPos.xy, -0.25, 0.25)) * 2.0 + roundedPixelPos + 0.5) / textureSize.xy;
|
||||
vec4 texColor = texture(Source, texPos.xy);
|
||||
|
||||
vec3 blendedColor = vec3(0.0,0.0,0.0);
|
||||
blendedColor.x = scanlineIntencity.a * texColor.x;
|
||||
blendedColor.yz = colorMod.xy * texColor.yz;
|
||||
|
||||
vec4 outColor;
|
||||
outColor.xyz = viewSize.y >= params.viewSizeHD ? (scanlineIntencity.rgb * blendedColor.rgb) : blendedColor.xyz;
|
||||
outColor.w = texColor.w;
|
||||
|
||||
FragColor = outColor.xyzw;
|
||||
}
|
Loading…
Reference in a new issue