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how to modify .glsl files - Printable Version

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+--- Thread: how to modify .glsl files (/Thread-how-to-modify-glsl-files)



how to modify .glsl files - Kosake - 10-28-2014

Hi guys,

I love Dolphin very very well! Because the DolphinFX shader suite not runs with the latest dev versions of dolphin and the development apparently has ended, i want to modify the existing glsl files.

E.g. i like the bad_bloom Effect, but it's to strong imo. How can i weaken the effect in the glsl?

Here's the content:

void main()
{
float4 c_center = Sample();

float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
float2 pos = GetCoordinates() + float2(0.3, 0.3) * GetInvResolution();
float2 radius1 = 1.3 * GetInvResolution();
bloom_sum += SampleLocation(pos + float2(-1.5, -1.5) * radius1);
bloom_sum += SampleLocation(pos + float2(-2.5, 0.0) * radius1);
bloom_sum += SampleLocation(pos + float2(-1.5, 1.5) * radius1);
bloom_sum += SampleLocation(pos + float2(0.0, 2.5) * radius1);
bloom_sum += SampleLocation(pos + float2(1.5, 1.5) * radius1);
bloom_sum += SampleLocation(pos + float2(2.5, 0.0) * radius1);
bloom_sum += SampleLocation(pos + float2(1.5, -1.5) * radius1);
bloom_sum += SampleLocation(pos + float2(0.0, -2.5) * radius1);

float2 radius2 = 4.6 * GetInvResolution();
bloom_sum += SampleLocation(pos + float2(-1.5, -1.5) * radius2);
bloom_sum += SampleLocation(pos + float2(-2.5, 0.0) * radius2);
bloom_sum += SampleLocation(pos + float2(-1.5, 1.5) * radius2);
bloom_sum += SampleLocation(pos + float2(0.0, 2.5) * radius2);
bloom_sum += SampleLocation(pos + float2(1.5, 1.5) * radius2);
bloom_sum += SampleLocation(pos + float2(2.5, 0.0) * radius2);
bloom_sum += SampleLocation(pos + float2(1.5, -1.5) * radius2);
bloom_sum += SampleLocation(pos + float2(0.0, -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, 0.0, 0.0));

float2 vpos = (GetCoordinates() - float2(0.5, 0.5)) * 2.0;
float dist = (dot(vpos, vpos));
dist = 1.0 - 0.4*dist;

SetOutput((c_center * 0.7 + bloom_sum) * dist);
}


Thanks to you!