Mercurial > repos > blastem
view shaders/default.f.glsl @ 2471:2f4c17b4fe10
Switch to YMZ280B ADPCM algorithm. Still sounds a little rough, but definitely much better than with the YM2610 ADPCM-A setup
author | Michael Pavone <pavone@retrodev.com> |
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date | Sun, 25 Feb 2024 11:08:35 -0800 |
parents | f3cca4b3f17a |
children |
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uniform sampler2D textures[2]; uniform mediump vec2 texsize; varying mediump vec2 texcoord; void main() { mediump vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * texsize.y + 0.25) + 0.5)/texsize.y); mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * texsize.y - 0.25) + 0.5)/texsize.y); gl_FragColor = mix( texture2D(textures[1], modifiedCoord1), texture2D(textures[0], modifiedCoord0), (sin(texcoord.y * texsize.y * 6.283185307) + 1.0) * 0.5 ); }