Mercurial > repos > blastem
comparison shaders/default.f.glsl @ 1405:ee19270495e8
Force texture y-coordinate to middle of line in default shader. Substantially improves picture when linear texture filtering is used
author | Michael Pavone <pavone@retrodev.com> |
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date | Sat, 17 Jun 2017 15:56:07 -0700 |
parents | f9fbd0d16df2 |
children | 5e4a2ea8219b |
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1404:f9fbd0d16df2 | 1405:ee19270495e8 |
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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 gl_FragColor = mix( | 10 gl_FragColor = mix( |
10 texture2D(textures[0], texcoord), | 11 texture2D(textures[0], modifiedCoord), |
11 texture2D(textures[1], vec2(texcoord.x, texcoord.y - 0.5/1024.0)), | 12 texture2D(textures[1], modifiedCoord), |
12 (sin((texcoord.y * 1024.0 + 1.0)* 3.14159265359) + 1.0) * 0.5 | 13 (sin((texcoord.y * 1024.0 + 1.0)* 3.14159265359) + 1.0) * 0.5 |
13 ); | 14 ); |
14 } | 15 } |