annotate shaders/sharp.f.glsl @ 1971:80920c21bb52

Add an event log soft flush and call it twice per frame in between hard flushes to netplay latency when there are insufficient hardware updates to flush packets in the middle of a frame
author Michael Pavone <pavone@retrodev.com>
date Fri, 08 May 2020 11:40:30 -0700
parents be1da0a68d1e
children f3cca4b3f17a
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1
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2 uniform sampler2D textures[2];
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4 varying mediump vec2 texcoord;
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6 void main()
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7 {
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8 mediump float x0 = (floor(texcoord.x * 512.0 - 0.25) + 0.5)/512.0;
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9 mediump float x1 = (floor(texcoord.x * 512.0 + 0.25) + 0.5)/512.0;
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10 mediump float y0 = (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0;
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11 mediump float y1 = (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0;
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14 mediump vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0);
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15 mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0);
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16 mediump float ymix = (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5;
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17 mediump float xmix = (sin(texcoord.x * 1024.0 * 3.14159265359) + 1.0) * 0.5;
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18 gl_FragColor = mix(
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19 mix(
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20 texture2D(textures[1], vec2(x0, y1)),
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21 texture2D(textures[0], vec2(x0, y0)),
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22 ymix
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23 ),
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24 mix(
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25 texture2D(textures[1], vec2(x1, y1)),
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26 texture2D(textures[0], vec2(x1, y0)),
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27 ymix
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28 ),
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29 xmix
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30 );
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31 }