comparison shaders/sharp.f.glsl @ 1977:f3cca4b3f17a

Allow use of NPOT textures as a config option. Useful for some mobile GPUs
author Michael Pavone <pavone@retrodev.com>
date Sat, 09 May 2020 21:15:33 -0700
parents be1da0a68d1e
children
comparison
equal deleted inserted replaced
1976:3dd9c68472fb 1977:f3cca4b3f17a
1 1
2 uniform sampler2D textures[2]; 2 uniform sampler2D textures[2];
3 uniform mediump vec2 texsize;
3 4
4 varying mediump vec2 texcoord; 5 varying mediump vec2 texcoord;
5 6
6 void main() 7 void main()
7 { 8 {
8 mediump float x0 = (floor(texcoord.x * 512.0 - 0.25) + 0.5)/512.0; 9 mediump float x0 = (floor(texcoord.x * texsize.x - 0.25) + 0.5)/texsize.x;
9 mediump float x1 = (floor(texcoord.x * 512.0 + 0.25) + 0.5)/512.0; 10 mediump float x1 = (floor(texcoord.x * texsize.x + 0.25) + 0.5)/texsize.x;
10 mediump float y0 = (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0; 11 mediump float y0 = (floor(texcoord.y * texsize.y + 0.25) + 0.5)/texsize.y;
11 mediump float y1 = (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0; 12 mediump float y1 = (floor(texcoord.y * texsize.y - 0.25) + 0.5)/texsize.y;
12 13
13 14 mediump float ymix = (sin(texcoord.y * texsize.y * 6.283185307) + 1.0) * 0.5;
14 mediump vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0); 15 mediump float xmix = (sin(texcoord.x * texsize.x * 6.283185307) + 1.0) * 0.5;
15 mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0);
16 mediump float ymix = (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5;
17 mediump float xmix = (sin(texcoord.x * 1024.0 * 3.14159265359) + 1.0) * 0.5;
18 gl_FragColor = mix( 16 gl_FragColor = mix(
19 mix( 17 mix(
20 texture2D(textures[1], vec2(x0, y1)), 18 texture2D(textures[1], vec2(x0, y1)),
21 texture2D(textures[0], vec2(x0, y0)), 19 texture2D(textures[0], vec2(x0, y0)),
22 ymix 20 ymix