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Removed some deprecated GLSL shader files.
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// bgra_to_rgba.glsl
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//
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// Convert from color model BGRA to RGBA.
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//
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#if defined(VERTEX)
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// Vertex section of code:
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uniform mat4 MVPMatrix;
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varying vec2 vTexCoord;
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void main(void)
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{
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vTexCoord = gl_MultiTexCoord0.xy;
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gl_Position = MVPMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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// Fragment section of code:
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uniform float opacity = 1.0;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main()
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{
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vec4 color = texture2D(myTexture, vTexCoord);
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gl_FragColor = vec4(color.bgr, color.a * opacity);
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}
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#endif
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// desaturate.glsl
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//
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// Desaturates textures.
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// The uniform variable 'saturation' sets the saturation intensity.
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// Setting this to the value 0 results in complete desaturation (grayscale).
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//
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#if defined(VERTEX)
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// Vertex section of code:
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uniform mat4 MVPMatrix;
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varying vec2 vTexCoord;
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void main(void)
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{
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vTexCoord = gl_MultiTexCoord0.xy;
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gl_Position = MVPMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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// Fragment section of code:
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uniform float saturation = 1.0;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main()
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{
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vec4 color = texture2D(myTexture, vTexCoord);
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vec3 grayscale = vec3(dot(color.rgb, vec3(0.3, 0.59, 0.11)));
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vec3 blendedColor = mix(grayscale, color.rgb, saturation);
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gl_FragColor = vec4(blendedColor, color.a);
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}
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#endif
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// dim.glsl
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//
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// Dims textures.
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// The uniform variable 'dimValue' sets the amount of dimming.
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// Setting this to the value 0 results in a completely black screen.
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//
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#if defined(VERTEX)
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// Vertex section of code:
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uniform mat4 MVPMatrix;
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varying vec2 vTexCoord;
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void main(void)
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{
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vTexCoord = gl_MultiTexCoord0.xy;
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gl_Position = MVPMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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// Fragment section of code:
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uniform float dimValue = 0.4;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main()
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{
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vec4 dimColor = vec4(dimValue, dimValue, dimValue, 1.0);
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vec4 color = texture2D(myTexture, vTexCoord);
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// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
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color = vec4(color.rgb, 1.0) * dimColor;
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gl_FragColor = color;
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}
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#endif
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// opacity.glsl
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//
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// Changes the opacity of textures.
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// The uniform variable 'opacity' sets the opacity.
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// Setting this to the value 0 results in an invisible texture.
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//
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#if defined(VERTEX)
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// Vertex section of code:
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uniform mat4 MVPMatrix;
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varying vec2 vTexCoord;
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void main(void)
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{
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vTexCoord = gl_MultiTexCoord0.xy;
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gl_Position = MVPMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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// Fragment section of code:
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uniform float opacity = 1.0;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main()
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{
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vec4 color = texture2D(myTexture, vTexCoord);
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gl_FragColor = vec4(color.rgb, color.a * opacity);
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}
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#endif
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