diff 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
line wrap: on
line diff
--- a/shaders/sharp.f.glsl	Sat May 09 13:15:49 2020 -0700
+++ b/shaders/sharp.f.glsl	Sat May 09 21:15:33 2020 -0700
@@ -1,20 +1,18 @@
 
 uniform sampler2D textures[2];
+uniform mediump vec2 texsize;
 
 varying mediump vec2 texcoord;
 
 void main()
 {
-	mediump float x0 = (floor(texcoord.x * 512.0 - 0.25) + 0.5)/512.0;
-	mediump float x1 = (floor(texcoord.x * 512.0 + 0.25) + 0.5)/512.0;
-	mediump float y0 = (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0;
-	mediump float y1 = (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0;
+	mediump float x0 = (floor(texcoord.x * texsize.x - 0.25) + 0.5)/texsize.x;
+	mediump float x1 = (floor(texcoord.x * texsize.x + 0.25) + 0.5)/texsize.x;
+	mediump float y0 = (floor(texcoord.y * texsize.y + 0.25) + 0.5)/texsize.y;
+	mediump float y1 = (floor(texcoord.y * texsize.y - 0.25) + 0.5)/texsize.y;
 	
-	
-	mediump vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0);
-	mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0);
-	mediump float ymix = (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5;
-	mediump float xmix = (sin(texcoord.x * 1024.0 * 3.14159265359) + 1.0) * 0.5;
+	mediump float ymix = (sin(texcoord.y * texsize.y * 6.283185307) + 1.0) * 0.5;
+	mediump float xmix = (sin(texcoord.x * texsize.x * 6.283185307) + 1.0) * 0.5;
 	gl_FragColor = mix(
 		mix(
 			texture2D(textures[1], vec2(x0, y1)),