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https://github.com/bsnes-emu/bsnes.git
synced 2025-04-21 03:01:56 +02:00
byuu says: Changelog (since v076): - video filters and shaders now populate inside main menu; no longer have to select them as files - fixed 2xSaI, Super 2xSaI and Super Eagle on 32-bit platforms; still buggy on 64-bit Windows - fixed linear mirroring issues (fixes Mega Man X dash bug) - fixed RAM memory mapping bug in Sufami Turbo games - home folder is now %APPDATA%/bsnes or ~/.config/bsnes - added paths.cfg file, which will allow you to specify custom paths for any file types - save states and cheat files for multi-slot games are based on slot names instead of BIOS names - fixed compilation warning on OS X with nall::decimal - fixed calculation bug in nall::fp - Makefile now has options variable, example: make options=debugger - configuration files and cheat database can now reside in the same folder as the binary itself - updated to 2011-03-11 release of mightymo's cheat database
31 lines
876 B
GLSL
Executable File
31 lines
876 B
GLSL
Executable File
<?xml version="1.0" encoding="UTF-8"?>
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<shader language="HLSL">
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<source><![CDATA[
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texture rubyTexture;
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float4 vec;
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sampler s0 = sampler_state { texture = <rubyTexture>; };
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float3 LightColor = { 1.0, 0.7, 0.5 };
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float3 DarkColor = { 0.2, 0.05, 0.0 };
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float4 DiffColorPass(in float2 Tex : TEXCOORD0) : COLOR0
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{
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vec.x = 0.5;
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vec.y = 1.0;
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float3 scnColor = LightColor * tex2D(s0, Tex).xyz;
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float3 grayXfer = float3(0.3, 0.59, 0.11);
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float gray = dot(grayXfer, scnColor);
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float3 muted = lerp(scnColor, gray.xxx, vec.x);
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float3 sepia = lerp(DarkColor, LightColor, gray);
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float3 result = lerp(muted, sepia, vec.y);
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return float4(result, 1);
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}
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Technique T0
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{
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pass p0 { PixelShader = compile ps_2_0 DiffColorPass(); }
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}
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]]></source>
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</shader>
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