comparison shaders/default.f.glsl @ 1426:957325c990d5

Fix texture coordinate offsets in default shader so things look right with really high resolutions and weird multiples of native
author Michael Pavone <pavone@retrodev.com>
date Fri, 07 Jul 2017 21:44:49 -0700
parents 5e4a2ea8219b
children fa9ae059e4d3
comparison
equal deleted inserted replaced
1425:49d3c572b3f2 1426:957325c990d5
4 4
5 varying vec2 texcoord; 5 varying vec2 texcoord;
6 6
7 void main() 7 void main()
8 { 8 {
9 vec2 modifiedCoord = vec2(texcoord.x, (floor(texcoord.y * 512.0) + 0.5)/512.0); 9 vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0);
10 vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0);
10 gl_FragColor = mix( 11 gl_FragColor = mix(
11 texture2D(textures[1], modifiedCoord), 12 texture2D(textures[1], modifiedCoord1),
12 texture2D(textures[0], modifiedCoord), 13 texture2D(textures[0], modifiedCoord0),
13 (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5 14 (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5
14 ); 15 );
15 } 16 }