diff --git a/pixelshaders/GLSL/Curvature.shader b/pixelshaders/GLSL/Curvature.shader
new file mode 100755
index 00000000..49abf527
--- /dev/null
+++ b/pixelshaders/GLSL/Curvature.shader
@@ -0,0 +1,18 @@
+
+
+
+
diff --git a/pixelshaders/GLSL/HDR-TV.shader b/pixelshaders/GLSL/HDR-TV.shader
new file mode 100755
index 00000000..137bedba
--- /dev/null
+++ b/pixelshaders/GLSL/HDR-TV.shader
@@ -0,0 +1,21 @@
+
+
+
+
+ 0.5) intens = rgb * 0.8;
+ gl_FragColor = intens;
+ }
+ ]]>
+
diff --git a/pixelshaders/GLSL/HQ2x.shader b/pixelshaders/GLSL/HQ2x.shader
new file mode 100755
index 00000000..d4f8c822
--- /dev/null
+++ b/pixelshaders/GLSL/HQ2x.shader
@@ -0,0 +1,73 @@
+
+
+
+
+
+
diff --git a/pixelshaders/GLSL/Pixellate.shader b/pixelshaders/GLSL/Pixellate.shader
new file mode 100755
index 00000000..dc484899
--- /dev/null
+++ b/pixelshaders/GLSL/Pixellate.shader
@@ -0,0 +1,44 @@
+
+
+
+
+
+
diff --git a/pixelshaders/GLSL/Scale2x.shader b/pixelshaders/GLSL/Scale2x.shader
new file mode 100755
index 00000000..b82cfb4d
--- /dev/null
+++ b/pixelshaders/GLSL/Scale2x.shader
@@ -0,0 +1,55 @@
+
+
+
+
+ = 0.5) { tmp = colB; colB = colH; colH = tmp; } //E1 (or E3): swap B and H
+ if(sel.x >= 0.5) { tmp = colF; colF = colD; colD = tmp; } //E2 (or E3): swap D and F
+
+ if(colB == colD && colB != colF && colD != colH) { //do the Scale2x rule
+ col = colD;
+ }
+
+ gl_FragColor = col;
+ }
+ ]]>
+
diff --git a/pixelshaders/HLSL/Sepia.shader b/pixelshaders/HLSL/Sepia.shader
new file mode 100755
index 00000000..1fa725e2
--- /dev/null
+++ b/pixelshaders/HLSL/Sepia.shader
@@ -0,0 +1,30 @@
+
+
+ ; };
+ float3 LightColor = { 1.0, 0.7, 0.5 };
+ float3 DarkColor = { 0.2, 0.05, 0.0 };
+
+ float4 DiffColorPass(in float2 Tex : TEXCOORD0) : COLOR0
+ {
+ vec.x = 0.5;
+ vec.y = 1.0;
+ float3 scnColor = LightColor * tex2D(s0, Tex).xyz;
+ float3 grayXfer = float3(0.3, 0.59, 0.11);
+ float gray = dot(grayXfer, scnColor);
+ float3 muted = lerp(scnColor, gray.xxx, vec.x);
+ float3 sepia = lerp(DarkColor, LightColor, gray);
+ float3 result = lerp(muted, sepia, vec.y);
+ return float4(result, 1);
+ }
+
+ Technique T0
+ {
+ pass p0 { PixelShader = compile ps_2_0 DiffColorPass(); }
+ }
+ ]]>
+