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authorPierre Bourdon <delroth@gmail.com>2013-09-12 02:40:17 +0200
committerPierre Bourdon <delroth@gmail.com>2013-09-14 06:08:30 +0200
commite7213ca4b16593b676031802dd353a14a77c8a60 (patch)
tree93753bce891a43dbf0edf6fe241a98cf8bcd35c0 /Data/User
parent6bdb6585d6174415105f335b3982fbc7e39fb560 (diff)
Overlay the user Shaders/ over the shared one to avoid copying files
Diffstat (limited to 'Data/User')
-rw-r--r--Data/User/Shaders/16bit.txt61
-rw-r--r--Data/User/Shaders/32bit.txt86
-rw-r--r--Data/User/Shaders/README.txt18
-rw-r--r--Data/User/Shaders/acidmetal.txt21
-rw-r--r--Data/User/Shaders/acidtrip.txt11
-rw-r--r--Data/User/Shaders/acidtrip2.txt13
-rw-r--r--Data/User/Shaders/asciiart.txt95
-rw-r--r--Data/User/Shaders/auto_toon.txt22
-rw-r--r--Data/User/Shaders/auto_toon2.txt92
-rw-r--r--Data/User/Shaders/bad_bloom.txt43
-rw-r--r--Data/User/Shaders/brighten.txt9
-rw-r--r--Data/User/Shaders/chrismas.txt17
-rw-r--r--Data/User/Shaders/cool1.txt24
-rw-r--r--Data/User/Shaders/darkerbrighter.txt41
-rw-r--r--Data/User/Shaders/emboss.txt24
-rw-r--r--Data/User/Shaders/fire.txt36
-rw-r--r--Data/User/Shaders/fire2.txt18
-rw-r--r--Data/User/Shaders/firewater.txt22
-rw-r--r--Data/User/Shaders/grayscale.txt11
-rw-r--r--Data/User/Shaders/grayscale2.txt12
-rw-r--r--Data/User/Shaders/invert.txt9
-rw-r--r--Data/User/Shaders/invert_blue.txt9
-rw-r--r--Data/User/Shaders/invertedoutline.txt14
-rw-r--r--Data/User/Shaders/mad_world.txt22
-rw-r--r--Data/User/Shaders/nightvision.txt17
-rw-r--r--Data/User/Shaders/nightvision2.txt56
-rw-r--r--Data/User/Shaders/nightvision2scanlines.txt61
-rw-r--r--Data/User/Shaders/posterize.txt29
-rw-r--r--Data/User/Shaders/posterize2.txt24
-rw-r--r--Data/User/Shaders/primarycolors.txt70
-rw-r--r--Data/User/Shaders/sepia.txt16
-rw-r--r--Data/User/Shaders/sketchy.txt22
-rw-r--r--Data/User/Shaders/spookey1.txt23
-rw-r--r--Data/User/Shaders/spookey2.txt25
-rw-r--r--Data/User/Shaders/stereoscopic.txt32
-rw-r--r--Data/User/Shaders/stereoscopic2.txt32
-rw-r--r--Data/User/Shaders/sunset.txt10
-rw-r--r--Data/User/Shaders/swap_RGB_BGR.txt9
-rw-r--r--Data/User/Shaders/swap_RGB_BRG.txt9
-rw-r--r--Data/User/Shaders/swap_RGB_GBR.txt9
-rw-r--r--Data/User/Shaders/swap_RGB_GRB.txt9
-rw-r--r--Data/User/Shaders/swap_RGB_RBG.txt9
-rw-r--r--Data/User/Shaders/toxic.txt25
43 files changed, 0 insertions, 1217 deletions
diff --git a/Data/User/Shaders/16bit.txt b/Data/User/Shaders/16bit.txt
deleted file mode 100644
index 82a00d3d58..0000000000
--- a/Data/User/Shaders/16bit.txt
+++ /dev/null
@@ -1,61 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- //Change this number to increase the pixel size.
- float pixelSize = 3;
-
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
-
- vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw;
-
- vec4 c0 = texture(samp9, pos);
-
- if (c0.r < 0.1)
- red = 0.1;
- else if (c0.r < 0.20)
- red = 0.20;
- else if (c0.r < 0.40)
- red = 0.40;
- else if (c0.r < 0.60)
- red = 0.60;
- else if (c0.r < 0.80)
- red = 0.80;
- else
- red = 1.0;
-
- if (c0.b < 0.1)
- blue = 0.1;
- else if (c0.b < 0.20)
- blue = 0.20;
- else if (c0.b < 0.40)
- blue = 0.40;
- else if (c0.b < 0.60)
- blue = 0.60;
- else if (c0.b < 0.80)
- blue = 0.80;
- else
- blue = 1.0;
-
- if (c0.g < 0.1)
- green = 0.1;
- else if (c0.g < 0.20)
- green = 0.20;
- else if (c0.g < 0.40)
- green = 0.40;
- else if (c0.g < 0.60)
- green = 0.60;
- else if (c0.g < 0.80)
- green = 0.80;
- else
- green = 1.0;
-
- ocol0 = vec4(red, green, blue, c0.a);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/32bit.txt b/Data/User/Shaders/32bit.txt
deleted file mode 100644
index 859371171b..0000000000
--- a/Data/User/Shaders/32bit.txt
+++ /dev/null
@@ -1,86 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- //Change this number to increase the pixel size.
- float pixelSize = 2;
-
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
-
- vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw;
-
- vec4 c0 = texture(samp9, pos);
-
- if (c0.r < 0.06)
- red = 0.06;
- else if (c0.r < 0.13)
- red = 0.13;
- else if (c0.r < 0.26)
- red = 0.26;
- else if (c0.r < 0.33)
- red = 0.33;
- else if (c0.r < 0.46)
- red = 0.46;
- else if (c0.r < 0.60)
- red = 0.60;
- else if (c0.r < 0.73)
- red = 0.73;
- else if (c0.r < 0.80)
- red = 0.80;
- else if (c0.r < 0.93)
- red = 0.93;
- else
- red = 1.0;
-
- if (c0.b < 0.06)
- blue = 0.06;
- else if (c0.b < 0.13)
- blue = 0.13;
- else if (c0.b < 0.26)
- blue = 0.26;
- else if (c0.b < 0.33)
- blue = 0.33;
- else if (c0.b < 0.46)
- blue = 0.46;
- else if (c0.b < 0.60)
- blue = 0.60;
- else if (c0.b < 0.73)
- blue = 0.73;
- else if (c0.b < 0.80)
- blue = 0.80;
- else if( c0.b < 0.93)
- blue = 0.93;
- else
- blue = 1.0;
-
-
- if (c0.g < 0.06)
- green = 0.06;
- else if (c0.g < 0.13)
- green = 0.13;
- else if (c0.g < 0.26)
- green = 0.26;
- else if (c0.g < 0.33)
- green = 0.33;
- else if (c0.g < 0.46)
- green = 0.46;
- else if (c0.g < 0.60)
- green = 0.60;
- else if (c0.g < 0.73)
- green = 0.73;
- else if (c0.g < 0.80)
- green = 0.80;
- else if( c0.g < 0.93)
- green = 0.93;
- else
- green = 1.0;
-
- ocol0 = vec4(red, green, blue, c0.a);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/README.txt b/Data/User/Shaders/README.txt
deleted file mode 100644
index 6913f9d099..0000000000
--- a/Data/User/Shaders/README.txt
+++ /dev/null
@@ -1,18 +0,0 @@
-//dummy shader:
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- ocol0 = texture(samp9, uv0);
-}
-
-/*
-And now that's over with, the contents of this readme file!
-For best results, turn Wordwrap formatting on...
-The shaders shown in the dropdown box in the video plugin configuration window are kept in the directory named User/Data/Shaders. They are linked in to the dolphin source from the repository at <http://dolphin-shaders-database.googlecode.com/svn/trunk/>. See <http://code.google.com/p/dolphin-shaders-database/wiki/Documentation> for more details on the way shaders work.
-
-This file will hopefully hold more content in future...
-*/ \ No newline at end of file
diff --git a/Data/User/Shaders/acidmetal.txt b/Data/User/Shaders/acidmetal.txt
deleted file mode 100644
index d52efb35a2..0000000000
--- a/Data/User/Shaders/acidmetal.txt
+++ /dev/null
@@ -1,21 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- float red = 0.0;
- float blue = 0.0;
-
- if (c0.r > 0.15 && c0.b > 0.15)
- {
- blue = 0.5;
- red = 0.5;
- }
-
- float green = max(c0.r + c0.b, c0.g);
-
- ocol0 = vec4(red, green, blue, 1.0);
-}
diff --git a/Data/User/Shaders/acidtrip.txt b/Data/User/Shaders/acidtrip.txt
deleted file mode 100644
index f92c85444e..0000000000
--- a/Data/User/Shaders/acidtrip.txt
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*8;
-}
diff --git a/Data/User/Shaders/acidtrip2.txt b/Data/User/Shaders/acidtrip2.txt
deleted file mode 100644
index d3de926ff9..0000000000
--- a/Data/User/Shaders/acidtrip2.txt
+++ /dev/null
@@ -1,13 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- vec4 a = texture(samp9, uv0+resolution.zw);
- vec4 b = texture(samp9, uv0-resolution.zw);
- ocol0 = ( a*a*1.3 - b )*8;
-}
diff --git a/Data/User/Shaders/asciiart.txt b/Data/User/Shaders/asciiart.txt
deleted file mode 100644
index 3f9ff03966..0000000000
--- a/Data/User/Shaders/asciiart.txt
+++ /dev/null
@@ -1,95 +0,0 @@
-uniform sampler2D samp8; // textures
-uniform sampler2D samp9;
-
-const int char_width = 8;
-const int char_height = 13;
-const int char_count = 95;
-const int char_pixels = char_width*char_height;
-const vec2 char_dim = vec2(char_width, char_height);
-const vec2 font_scale = vec2(1.0/char_width/char_count, 1.0/char_height);
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- vec2 char_pos = floor(uv0*resolution.xy/char_dim);
- vec2 pixel_offset = floor(uv0*resolution.xy) - char_pos*char_dim;
-
- float mindiff = char_width*char_height*100; // just a big number
- float minc = 0.0;
- vec4 mina = vec4(0.0, 0.0, 0.0, 0.0);
- vec4 minb = vec4(0.0, 0.0, 0.0, 0.0);
-
- for(int i=0; i<char_count; i++) {
- vec4 ff = vec4(0.0, 0.0, 0.0, 0.0);
- vec4 f = vec4(0.0, 0.0, 0.0, 0.0);
- vec4 ft = vec4(0.0, 0.0, 0.0, 0.0);
- vec4 t = vec4(0.0, 0.0, 0.0, 0.0);
- vec4 tt = vec4(0.0, 0.0, 0.0, 0.0);
-
- for(int x=0; x<char_width; x++) {
- for(int y=0; y<char_height; y++) {
-
- vec2 tex_pos = char_pos*char_dim + vec2(x,y) + 0.5;
- vec4 tex = texture(samp9, tex_pos * resolution.zw);
-
- vec2 font_pos = vec2(x+i*char_width, y) + 0.5;
- vec4 font = texture(samp8, font_pos * font_scale);
-
- // generates sum of texture and font and their squares
- ff += font*font;
- f += font;
- ft += font*tex;
- t += tex;
- tt += tex*tex;
- }
- }
-
- /*
- The next lines are a bit harder, hf :-)
-
- The idea is to find the perfect char with the perfect background color and the perfect font color.
- As this is an equation with three unknowns, we can't just try all chars and color combinations.
-
- As criterion how "perfect" the selection is, we compare the "mean squared error" of the resulted colors of all chars.
- So, now the big issue: how to calculate the MSE without knowing the two colors ...
-
- In the next steps, "a" is the font color, "b" is the background color, "f" is the font value at this pixel, "t" is the texture value
-
- So the square error of one pixel is:
- e = ( t - a⋅f - b⋅(1-f) ) ^ 2
-
- In longer:
- e = a^2⋅f^2 - 2⋅a⋅b⋅f^2 + 2⋅a⋅b⋅f - 2⋅a⋅f⋅t + b^2⋅f^2 - 2⋅b^2⋅f + b^2 + 2⋅b⋅f⋅t - 2⋅b⋅t + t^2
-
- The sum of all errors is: (as shortcut, ff,f,ft,t,tt are now the sums like declared above, sum(1) is the count of pixels)
- sum(e) = a^2⋅ff - 2⋅a^2⋅ff + 2⋅a⋅b⋅f - 2⋅a⋅ft + b^2⋅ff - 2⋅b^2⋅f + b^2⋅sum(1) + 2⋅b⋅ft - 2⋅b⋅t + tt
-
- To find the minimum, we have to derive this by "a" and "b":
- d/da sum(e) = 2⋅a⋅ff + 2⋅b⋅f - 2⋅b⋅ff - 2⋅ft
- d/db sum(e) = 2⋅a⋅f - 2⋅a⋅ff - 4⋅b⋅f + 2⋅b⋅ff + 2⋅b⋅sum(1) + 2⋅ft - 2⋅t
-
- So, both equations must be zero at minimum and there is only one solution.
- */
- vec4 a = (f*ft - ff*t + f*t - ft*char_pixels) / (f*f - ff*char_pixels);
- vec4 b = (f*ft - ff*t) / (f*f - ff*char_pixels);
-
- vec4 diff = a*a*ff + 2.0*a*b*f - 2.0*a*b*ff - 2.0*a*ft + b*b *(-2.0*f + ff + char_pixels) + 2.0*b*ft - 2.0*b*t + tt;
- float diff_f = dot(diff, vec4(1.0, 1.0, 1.0, 1.0));
-
- if(diff_f < mindiff) {
- mindiff = diff_f;
- minc = i;
- mina = a;
- minb = b;
- }
- }
-
- vec2 font_pos_res = vec2(minc*char_width, 0) + pixel_offset + 0.5;
-
- vec4 col = texture(samp8, font_pos_res * font_scale);
- ocol0 = mina * col + minb * (vec4(1.0,1.0,1.0,1.0) - col);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/auto_toon.txt b/Data/User/Shaders/auto_toon.txt
deleted file mode 100644
index a3c46730cc..0000000000
--- a/Data/User/Shaders/auto_toon.txt
+++ /dev/null
@@ -1,22 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- vec4 to_gray = vec4(0.3,0.59,0.11,0);
-
- float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw));
- float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw));
- float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw));
- float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw));
-
- float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2);
-
- float4 color = texture(samp9, uv0).rgba;
-
- ocol0 = color - vec4(edge, edge, edge, edge) * 12.0;
-}
diff --git a/Data/User/Shaders/auto_toon2.txt b/Data/User/Shaders/auto_toon2.txt
deleted file mode 100644
index d548e70a04..0000000000
--- a/Data/User/Shaders/auto_toon2.txt
+++ /dev/null
@@ -1,92 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- //Changethis to increase the number of colors.
- int numColors =8;
-
- float4 to_gray = float4(0.3,0.59,0.11,0);
- float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw));
- float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw));
- float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw));
- float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw));
- float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2);
- float4 color = texture(samp9, uv0).rgba;
-
- float4 c0 = color - float4(edge, edge, edge, edge) * 12;
-
-
-
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
- bool rr = false;
- bool bb = false;
- bool gg = false;
- int count = 1;
-
- float colorN = 0.0;
- float colorB = 0.0;
-
-
- for(count = 1; count <= numColors ; count++){
- colorN = count / numColors;
-
- if ( c0.r <= colorN && c0.r >= colorB && rr == false ){
- if (count == 1){
- if(colorN >= 0.1)
- red = 0.01;
- else
- red = colorN;
- }
- else if (count == numColors)
- red = 0.95;
- else
- red = colorN ;
-
- rr = true;
- }
-
- if (c0.b <= colorN && c0.b >= colorB && bb == false){
- if (count == 1){
- if(colorN >= 0.1)
- blue = 0.01;
- else
- blue = colorN;
- }
- else if (count == numColors)
- blue = 0.95;
- else
- blue = colorN ;
-
- bb = true;
- }
-
- if (c0.g <= colorN && c0.g >= colorB && gg == false){
- if (count == 1){
- if(colorN >= 0.1)
- green = 0.01;
- else
- green = colorN;
- }
- else if (count == numColors)
- green = 0.95 ;
- else
- green = colorN ;
- gg = true;
- }
-
- colorB = count / numColors;
- if(rr == true && bb == true && gg == true)
- break;
- }
-
-
-
- ocol0 = float4(red, green, blue, c0.a);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/bad_bloom.txt b/Data/User/Shaders/bad_bloom.txt
deleted file mode 100644
index 79a0b46e4f..0000000000
--- a/Data/User/Shaders/bad_bloom.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- float4 c_center = texture(samp9, uv0);
-
- float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
- vec2 pos = uv0 + float2(0.3, 0.3) * resolution.zw;
- float2 radius1 = 1.3 * resolution.zw;
- bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius1);
- bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius1);
- bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius1);
- bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius1);
- bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius1);
- bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius1);
- bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius1);
- bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius1);
-
- float2 radius2 = 4.6 * resolution.zw;
- bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius2);
- bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius2);
- bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius2);
- bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius2);
- bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius2);
- bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius2);
- bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius2);
- bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius2);
-
- bloom_sum *= 0.07;
- bloom_sum -= float4(0.3, 0.3, 0.3, 0.3);
- bloom_sum = max(bloom_sum, float4(0,0,0,0));
-
- float2 vpos = (uv0 - float2(.5, .5)) * 2;
- float dist = (dot(vpos, vpos));
- dist = 1 - 0.4*dist;
-
- ocol0 = (c_center * 0.7 + bloom_sum) * dist;
-}
diff --git a/Data/User/Shaders/brighten.txt b/Data/User/Shaders/brighten.txt
deleted file mode 100644
index 120d633f83..0000000000
--- a/Data/User/Shaders/brighten.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- ocol0 = texture(samp9, uv0) * 3;
-}
diff --git a/Data/User/Shaders/chrismas.txt b/Data/User/Shaders/chrismas.txt
deleted file mode 100644
index 3ae8ba56b3..0000000000
--- a/Data/User/Shaders/chrismas.txt
+++ /dev/null
@@ -1,17 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- float red = 0.0;
- float green = 0.0;
-
- if (c0.r < 0.35 || c0.b > 0.35)
- green = c0.g + (c0.b / 2);
- else
- red = c0.r + 0.4;
- ocol0 = vec4(red, green, 0.0, 1.0);
-}
diff --git a/Data/User/Shaders/cool1.txt b/Data/User/Shaders/cool1.txt
deleted file mode 100644
index 22086fe13c..0000000000
--- a/Data/User/Shaders/cool1.txt
+++ /dev/null
@@ -1,24 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
-
- if (c0.r < 0.50 || c0.b > 0.5)
- {
- blue = c0.r;
- red = c0.g;
- }
- else
- {
- blue = c0.r;
- green = c0.r;
- }
- ocol0 = vec4(red, green, blue, 1.0);
-}
diff --git a/Data/User/Shaders/darkerbrighter.txt b/Data/User/Shaders/darkerbrighter.txt
deleted file mode 100644
index 60acbe0a28..0000000000
--- a/Data/User/Shaders/darkerbrighter.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- float4 c0 = texture(samp9, uv0);
- float4 c1 = texture(samp9, uv0 - float2(1, 0)*resolution.zw);
- float4 c2 = texture(samp9, uv0 - float2(0, 1)*resolution.zw);
- float4 c3 = texture(samp9, uv0 + float2(1, 0)*resolution.zw);
- float4 c4 = texture(samp9, uv0 + float2(0, 1)*resolution.zw);
-
- float red = c0.r;
- float blue = c0.b;
- float green = c0.g;
-
- float red2 = (c1.r + c2.r + c3.r + c4.r) / 4;
- float blue2 = (c1.b + c2.b + c3.b + c4.b) / 4;
- float green2 = (c1.g + c2.g + c3.g + c4.g) / 4;
-
- if(red2 > 0.3)
- red = c0.r + c0.r / 2 ;
- else
- red = c0.r - c0.r / 2 ;
-
- if(green2 > 0.3)
- green = c0.g+ c0.g / 2;
- else
- green = c0.g - c0.g / 2;
-
-
- if(blue2 > 0.3)
- blue = c0.b+ c0.b / 2 ;
- else
- blue = c0.b - c0.b / 2 ;
-
- ocol0 = float4(red, green, blue, c0.a);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/emboss.txt b/Data/User/Shaders/emboss.txt
deleted file mode 100644
index cdf3c3c200..0000000000
--- a/Data/User/Shaders/emboss.txt
+++ /dev/null
@@ -1,24 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- float4 c0 = texture(samp9, uv0).rgba;
- float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw).rgba;
- float y = (0.222 * c1.r) + (0.707 * c1.g) + (0.071 * c1.b);
- float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3;
- float red = c0.r;
- float green = c0.g;
- float blue = c0.b;
- float alpha = c0.a;
-
- red = y2 + (1 - y);
- green = y2 + (1 - y);
- blue = y2 + (1 - y);
-
- ocol0 = float4(red, green, blue, alpha);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/fire.txt b/Data/User/Shaders/fire.txt
deleted file mode 100644
index 93bc4ec9db..0000000000
--- a/Data/User/Shaders/fire.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
-
- red = c0.r;
-
-
- if (c0.r > 0.0)
- if (c0.g > c0.r)
- green = (c0.g - (c0.g - c0.r)) / 3;
-
- if (c0.b > 0.0 && c0.r < 0.25)
- {
- red = c0.b;
- green = c0.b / 3;
- }
-
- if (c0.g > 0.0 && c0.r < 0.25)
- {
- red = c0.g;
- green = c0.g / 3;
- }
-
- if (((c0.r + c0.g + c0.b) / 3) > 0.9)
- green = c0.r / 3;
-
- ocol0 = vec4(red, green, blue, 1.0);
-}
diff --git a/Data/User/Shaders/fire2.txt b/Data/User/Shaders/fire2.txt
deleted file mode 100644
index a6fe76015c..0000000000
--- a/Data/User/Shaders/fire2.txt
+++ /dev/null
@@ -1,18 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
- float avg = (c0.r + c0.g + c0.b) / 3;
-
- red = c0.r + (c0.g / 2) + (c0.b / 3);
- green = c0.r / 3;
-
- ocol0 = vec4(red, green, blue, 1.0);
-}
diff --git a/Data/User/Shaders/firewater.txt b/Data/User/Shaders/firewater.txt
deleted file mode 100644
index add2d54e72..0000000000
--- a/Data/User/Shaders/firewater.txt
+++ /dev/null
@@ -1,22 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- float4 c0 = texture(samp9, uv0);
- float4 c1 = texture(samp9, uv0 + float2(1,1)*resolution.zw);
- float4 c2 = texture(samp9, uv0 + float2(-1,-1)*resolution.zw);
- float red = c0.r;
- float green = c0.g;
- float blue = c0.b;
- float alpha = c0.a;
-
- red = c0.r - c1.b;
- blue = c0.b - c2.r + (c0.g - c0.r);
-
- ocol0 = float4(red, 0.0, blue, alpha);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/grayscale.txt b/Data/User/Shaders/grayscale.txt
deleted file mode 100644
index 7a828f0a11..0000000000
--- a/Data/User/Shaders/grayscale.txt
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- float avg = (c0.r + c0.g + c0.b) / 3.0;
- ocol0 = vec4(avg, avg, avg, c0.a);
-}
diff --git a/Data/User/Shaders/grayscale2.txt b/Data/User/Shaders/grayscale2.txt
deleted file mode 100644
index d9ef25a416..0000000000
--- a/Data/User/Shaders/grayscale2.txt
+++ /dev/null
@@ -1,12 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- // Info: http://www.oreillynet.com/cs/user/view/cs_msg/8691
- float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
- ocol0 = vec4(avg, avg, avg, c0.a);
-}
diff --git a/Data/User/Shaders/invert.txt b/Data/User/Shaders/invert.txt
deleted file mode 100644
index 67c5dee997..0000000000
--- a/Data/User/Shaders/invert.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- ocol0 = vec4(1.0, 1.0, 1.0, 1.0) - texture(samp9, uv0);
-}
diff --git a/Data/User/Shaders/invert_blue.txt b/Data/User/Shaders/invert_blue.txt
deleted file mode 100644
index aa4eeea43a..0000000000
--- a/Data/User/Shaders/invert_blue.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- ocol0 = vec4(0.0, 0.0, 0.7, 1.0) - texture(samp9, uv0);
-}
diff --git a/Data/User/Shaders/invertedoutline.txt b/Data/User/Shaders/invertedoutline.txt
deleted file mode 100644
index 66d24fb5ca..0000000000
--- a/Data/User/Shaders/invertedoutline.txt
+++ /dev/null
@@ -1,14 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- float4 c0 = texture(samp9, uv0);
- float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw);
-
- ocol0 = c0 - c1;
-} \ No newline at end of file
diff --git a/Data/User/Shaders/mad_world.txt b/Data/User/Shaders/mad_world.txt
deleted file mode 100644
index 2e627abb57..0000000000
--- a/Data/User/Shaders/mad_world.txt
+++ /dev/null
@@ -1,22 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- 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 {
- color += emboss;
- if (dot(color.rgb, float3(0.3, 0.5, 0.2)) > 0.5)
- ocol0 = float4(1,1,1,1);
- else
- ocol0 = float4(0,0,0,0);
- }
-} \ No newline at end of file
diff --git a/Data/User/Shaders/nightvision.txt b/Data/User/Shaders/nightvision.txt
deleted file mode 100644
index ff98cb03b9..0000000000
--- a/Data/User/Shaders/nightvision.txt
+++ /dev/null
@@ -1,17 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- float4 c0 = texture(samp9, uv0).rgba;
- float green = c0.g;
-
- if (c0.g < 0.50)
- {
- green = c0.r + c0.b;
- }
-
- ocol0 = float4(0.0, green, 0.0, 1.0);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/nightvision2.txt b/Data/User/Shaders/nightvision2.txt
deleted file mode 100644
index 4ed61e16a9..0000000000
--- a/Data/User/Shaders/nightvision2.txt
+++ /dev/null
@@ -1,56 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- //variables
- int internalresolution = 1278;
- float4 c0 = texture(samp9, uv0).rgba;
- //blur
- float4 blurtotal = float4(0, 0, 0, 0);
- float blursize = 1.5;
- blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2(-blursize, 0)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2( blursize, 0)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2( 0, -blursize)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2( 0, blursize)*resolution.zw);
- blurtotal *= 0.125;
- c0 = blurtotal;
- //greyscale
- float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
- // brighten
- grey = grey * 0.5 + 0.7;
- // darken edges
- float x = uv0.x * resolution.x;
- float y = uv0.y * resolution.y;
- if (x > internalresolution/2) x = internalresolution-x;
- if (y > internalresolution/2) y = internalresolution-y;
- if (x > internalresolution/2*0.95) x = internalresolution/2*0.95;
- if (y > internalresolution/2*0.95) y = internalresolution/2*0.95;
- x = -x+641;
- y = -y+641;
- /*****inline square root routines*****/
- // bit of a performance bottleneck.
- // neccessary to make the darkened area rounded
- // instead of rhombus-shaped.
- float sqrt=x/10;
- while((sqrt*sqrt) < x) sqrt+=0.1;
- x = sqrt;
- sqrt=y/10;
- while((sqrt*sqrt) < y) sqrt+=0.1;
- y = sqrt;
- /*****end of inline square root routines*****/
- x *= 2;
- y *= 2;
- grey -= x/200;
- grey -= y/200;
- // output
- ocol0 = float4(0, grey, 0, 1.0);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/nightvision2scanlines.txt b/Data/User/Shaders/nightvision2scanlines.txt
deleted file mode 100644
index df98629443..0000000000
--- a/Data/User/Shaders/nightvision2scanlines.txt
+++ /dev/null
@@ -1,61 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- //variables
- int internalresolution = 1278;
- float4 c0 = texture(samp9, uv0).rgba;
- //blur
- float4 blurtotal = float4(0, 0, 0, 0);
- float blursize = 1.5;
- blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2(-blursize, 0)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2( blursize, 0)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2( 0, -blursize)*resolution.zw);
- blurtotal += texture(samp9, uv0 + float2( 0, blursize)*resolution.zw);
- blurtotal *= 0.125;
- c0 = blurtotal;
- //greyscale
- float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b));
- // brighten and apply horizontal scanlines
- // This would have been much simpler if I could get the stupid modulo (%) to work
- // If anyone who is more well versed in Cg knows how to do this it'd be slightly more efficient
- // float lineIntensity = ((uv0[1] % 9) - 4) / 40;
- float vPos = uv0.y*resolution.y / 9;
- float lineIntensity = (((vPos - floor(vPos)) * 9) - 4) / 40;
- grey = grey * 0.5 + 0.7 + lineIntensity;
- // darken edges
- float x = uv0.x * resolution.x;
- float y = uv0.y * resolution.y;
- if (x > internalresolution/2) x = internalresolution-x;
- if (y > internalresolution/2) y = internalresolution-y;
- if (x > internalresolution/2*0.95) x = internalresolution/2*0.95;
- if (y > internalresolution/2*0.95) y = internalresolution/2*0.95;
- x = -x+641;
- y = -y+641;
- /*****inline square root routines*****/
- // bit of a performance bottleneck.
- // neccessary to make the darkened area rounded
- // instead of rhombus-shaped.
- float sqrt=x/10;
- while((sqrt*sqrt) < x) sqrt+=0.1;
- x = sqrt;
- sqrt=y/10;
- while((sqrt*sqrt) < y) sqrt+=0.1;
- y = sqrt;
- /*****end of inline square root routines*****/
- x *= 2;
- y *= 2;
- grey -= x/200;
- grey -= y/200;
- // output
- ocol0 = float4(0, grey, 0, 1.0);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/posterize.txt b/Data/User/Shaders/posterize.txt
deleted file mode 100644
index 602a412929..0000000000
--- a/Data/User/Shaders/posterize.txt
+++ /dev/null
@@ -1,29 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- float4 c0 = texture(samp9, uv0).rgba;
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
-
- if (c0.r > 0.25)
- {
- red = c0.r;
- }
-
- if (c0.g > 0.25)
- {
- green = c0.g;
- }
-
- if (c0.b > 0.25)
- {
- blue = c0.b;
- }
-
- ocol0 = float4(red, green, blue, 1.0);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/posterize2.txt b/Data/User/Shaders/posterize2.txt
deleted file mode 100644
index fc6c2ef5c9..0000000000
--- a/Data/User/Shaders/posterize2.txt
+++ /dev/null
@@ -1,24 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-float bound(float color)
-{
- if (color < 0.35)
- {
- if (color < 0.25)
- {
- return color;
- }
- return 0.5;
- }
-return 1.0;
-}
-
-void main()
-{
- float4 c0 = texture(samp9, uv0);
- ocol0 = float4(bound(c0.r), bound(c0.g), bound(c0.b), c0.a);
-}
-
diff --git a/Data/User/Shaders/primarycolors.txt b/Data/User/Shaders/primarycolors.txt
deleted file mode 100644
index c54eda5cd4..0000000000
--- a/Data/User/Shaders/primarycolors.txt
+++ /dev/null
@@ -1,70 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- float red = c0.r;
- float blue = c0.b;
- float green = c0.g;
- float factor = 2;
- float max = 0.8;
- float min = 0.3;
-
- if(c0.r > c0.g && c0.b > c0.g){
- if(c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05){
- red = 0.7;
- blue = 0.7;
- green = 0.05;
- }
- else if(c0.r > c0.b + 0.05){
- red = 0.7;
- blue = 0.05;
- green = 0.05;
- }
- else if (c0.b > c0.r + 0.05){
- red = 0.05;
- blue = 0.7;
- green = 0.05;
- }
- }
-
- if(c0.r > c0.b && c0.g > c0.b){
- if(c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05){
- red = 0.7;
- blue = 0.05;
- green = 0.7;
- }
- else if(c0.r > c0.g + 0.05){
- red = 0.7;
- blue = 0.05;
- green = 0.05;
- }
- else if (c0.g > c0.r + 0.05){
- red = 0.05;
- blue = 0.05;
- green = 0.7;
- }
- }
-
- if(c0.g > c0.r && c0.b > c0.r){
- if(c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05){
- red = 0.05;
- blue = 0.7;
- green = 0.7;
- }
- else if(c0.g > c0.b + 0.05){
- red = 0.05;
- blue = 0.05;
- green = 0.7;
- }
- else if (c0.b > c0.g + 0.05){
- red = 0.05;
- blue = 0.7;
- green = 0.05;
- }
- }
- ocol0 = vec4(red, green, blue, c0.a);
-}
diff --git a/Data/User/Shaders/sepia.txt b/Data/User/Shaders/sepia.txt
deleted file mode 100644
index 88f5c15de7..0000000000
--- a/Data/User/Shaders/sepia.txt
+++ /dev/null
@@ -1,16 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- // Same coefficients as grayscale2 at this point
- float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
- float red=avg;
- // Not sure about these coefficients, they just seem to produce the proper yellow
- float green=avg*.75;
- float blue=avg*.5;
- ocol0 = vec4(red, green, blue, c0.a);
-}
diff --git a/Data/User/Shaders/sketchy.txt b/Data/User/Shaders/sketchy.txt
deleted file mode 100644
index 27cadd3f85..0000000000
--- a/Data/User/Shaders/sketchy.txt
+++ /dev/null
@@ -1,22 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- float4 c0 = texture(samp9, uv0).rgba;
- float4 tmp = float4(0, 0, 0, 0);
- tmp += c0 - texture(samp9, uv0 + float2(2, 2)*resolution.zw).rgba;
- tmp += c0 - texture(samp9, uv0 - float2(2, 2)*resolution.zw).rgba;
- tmp += c0 - texture(samp9, uv0 + float2(2, -2)*resolution.zw).rgba;
- tmp += c0 - texture(samp9, uv0 - float2(2, -2)*resolution.zw).rgba;
- float grey = ((0.222 * tmp.r) + (0.707 * tmp.g) + (0.071 * tmp.b));
- // get rid of the bottom line, as it is incorrect.
- if (uv0.y*resolution.y < 163)
- tmp = float4(1.0, 1.0, 1.0, 1.0);
- c0 = c0+1-grey*7.0;
- ocol0 = float4(c0.r, c0.g, c0.b, 1);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/spookey1.txt b/Data/User/Shaders/spookey1.txt
deleted file mode 100644
index 6a25d57e5e..0000000000
--- a/Data/User/Shaders/spookey1.txt
+++ /dev/null
@@ -1,23 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- float red = 0.0;
- float blue = 0.0;
-
- if (c0.r < 0.35 || c0.b > 0.5)
- {
- red = c0.g + c0.b;
- }
- else
- {
- red = c0.g + c0.b;
- blue = c0.r + c0.b;
- }
-
- ocol0 = vec4(red, 0.0, blue, 1.0);
-}
diff --git a/Data/User/Shaders/spookey2.txt b/Data/User/Shaders/spookey2.txt
deleted file mode 100644
index 9a56bd21a1..0000000000
--- a/Data/User/Shaders/spookey2.txt
+++ /dev/null
@@ -1,25 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
-
- if (c0.r < 0.35 || c0.b > 0.5)
- {
- red = c0.g + c0.b;
- }
- else
- {
- red = c0.g + c0.b;
- blue = c0.r + c0.b;
- green = c0.r + c0.b;
- }
-
- ocol0 = vec4(red, green, blue, 1.0);
-}
diff --git a/Data/User/Shaders/stereoscopic.txt b/Data/User/Shaders/stereoscopic.txt
deleted file mode 100644
index 3bd6021f39..0000000000
--- a/Data/User/Shaders/stereoscopic.txt
+++ /dev/null
@@ -1,32 +0,0 @@
-// Omega's 3D Stereoscopic filtering
-// TODO: Need depth info!
-
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- float4 c0 = texture(samp9, uv0).rgba; // Source Color
- float sep = 5;
- float red = c0.r;
- float green = c0.g;
- float blue = c0.b;
-
-
- // Left Eye (Red)
- float4 c1 = texture(samp9, uv0 + float2(sep,0)*resolution.zw).rgba;
- red = max(c0.r, c1.r);
-
- // Right Eye (Cyan)
- float4 c2 = texture(samp9, uv0 + float2(-sep,0)*resolution.zw).rgba;
- float cyan = (c2.g + c2.b) / 2;
- green = max(c0.g, cyan);
- blue = max(c0.b, cyan);
-
-
- ocol0 = float4(red, green, blue, c0.a);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/stereoscopic2.txt b/Data/User/Shaders/stereoscopic2.txt
deleted file mode 100644
index 2407b03832..0000000000
--- a/Data/User/Shaders/stereoscopic2.txt
+++ /dev/null
@@ -1,32 +0,0 @@
-// Omega's 3D Stereoscopic filtering (Amber/Blue)
-// TODO: Need depth info!
-
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-uniform vec4 resolution;
-
-void main()
-{
- float4 c0 = texture(samp9, uv0).rgba; // Source Color
- float sep = 5;
- float red = c0.r;
- float green = c0.g;
- float blue = c0.b;
-
-
- // Left Eye (Amber)
- float4 c2 = texture(samp9, uv0 + float2(sep,0)*resolution.zw).rgba;
- float amber = (c2.r + c2.g) / 2;
- red = max(c0.r, amber);
- green = max(c0.g, amber);
-
- // Right Eye (Blue)
- float4 c1 = texture(samp9, uv0 + float2(-sep,0)*resolution.zw).rgba;
- blue = max(c0.b, c1.b);
-
-
- ocol0 = float4(red, green, blue, c0.a);
-} \ No newline at end of file
diff --git a/Data/User/Shaders/sunset.txt b/Data/User/Shaders/sunset.txt
deleted file mode 100644
index 4a1eae5a4b..0000000000
--- a/Data/User/Shaders/sunset.txt
+++ /dev/null
@@ -1,10 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- ocol0 = vec4(c0.r * 1.5, c0.g * 1, c0.b * 0.5, c0.a);
-}
diff --git a/Data/User/Shaders/swap_RGB_BGR.txt b/Data/User/Shaders/swap_RGB_BGR.txt
deleted file mode 100644
index 011411700a..0000000000
--- a/Data/User/Shaders/swap_RGB_BGR.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- ocol0 = texture(samp9, uv0).bgra;
-}
diff --git a/Data/User/Shaders/swap_RGB_BRG.txt b/Data/User/Shaders/swap_RGB_BRG.txt
deleted file mode 100644
index 82fe665b12..0000000000
--- a/Data/User/Shaders/swap_RGB_BRG.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- ocol0 = texture(samp9, uv0).brga;
-}
diff --git a/Data/User/Shaders/swap_RGB_GBR.txt b/Data/User/Shaders/swap_RGB_GBR.txt
deleted file mode 100644
index 5884ccd0ab..0000000000
--- a/Data/User/Shaders/swap_RGB_GBR.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- ocol0 = texture(samp9, uv0).gbra;
-}
diff --git a/Data/User/Shaders/swap_RGB_GRB.txt b/Data/User/Shaders/swap_RGB_GRB.txt
deleted file mode 100644
index 26a4c14f8d..0000000000
--- a/Data/User/Shaders/swap_RGB_GRB.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- ocol0 = texture(samp9, uv0).grba;
-}
diff --git a/Data/User/Shaders/swap_RGB_RBG.txt b/Data/User/Shaders/swap_RGB_RBG.txt
deleted file mode 100644
index 8e735a7337..0000000000
--- a/Data/User/Shaders/swap_RGB_RBG.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- ocol0 = texture(samp9, uv0).rbga;
-}
diff --git a/Data/User/Shaders/toxic.txt b/Data/User/Shaders/toxic.txt
deleted file mode 100644
index 38017c400d..0000000000
--- a/Data/User/Shaders/toxic.txt
+++ /dev/null
@@ -1,25 +0,0 @@
-uniform sampler2D samp9;
-
-out vec4 ocol0;
-in vec2 uv0;
-
-void main()
-{
- vec4 c0 = texture(samp9, uv0);
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
-
- if (c0.r < 0.3 || c0.b > 0.5)
- {
- blue = c0.r + c0.b;
- red = c0.g + c0.b / 2;
- }
- else
- {
- red = c0.g + c0.b;
- green = c0.r + c0.b;
- }
-
- ocol0 = vec4(red, green, blue, 1.0);
-}