Mercurial > repos > blastem
view shaders/sharp.f.glsl @ 2005:3ce38692a3f2
Set initial pan bits in YM2612 register array and not just the separate lr field of the channel. This fixes an issue in which some channels would be silent in VGM log output
author | Michael Pavone <pavone@retrodev.com> |
---|---|
date | Sun, 11 Oct 2020 22:42:10 -0700 |
parents | f3cca4b3f17a |
children |
line wrap: on
line source
uniform sampler2D textures[2]; uniform mediump vec2 texsize; varying mediump vec2 texcoord; void main() { 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 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)), texture2D(textures[0], vec2(x0, y0)), ymix ), mix( texture2D(textures[1], vec2(x1, y1)), texture2D(textures[0], vec2(x1, y0)), ymix ), xmix ); }