annotate shaders/default.f.glsl @ 1771:e59045f781ce mame_interp

Fix a couple issues in manual memory map read/write functions
author Michael Pavone <pavone@retrodev.com>
date Tue, 12 Mar 2019 21:57:35 -0700
parents fa9ae059e4d3
children f3cca4b3f17a
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2 uniform sampler2D textures[2];
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3
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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 vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0);
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9 mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0);
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10 gl_FragColor = mix(
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957325c990d5 Fix texture coordinate offsets in default shader so things look right with really high resolutions and weird multiples of native
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11 texture2D(textures[1], modifiedCoord1),
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12 texture2D(textures[0], modifiedCoord0),
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5e4a2ea8219b Minor simplification of default fragment shader
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13 (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5
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14 );
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15 }