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>
date Sat, 17 Jun 2017 15:56:07 -0700
parents f9fbd0d16df2
children 5e4a2ea8219b
comparison
equal deleted inserted replaced
1404:f9fbd0d16df2 1405:ee19270495e8
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 }