Mercurial > repos > blastem
view shaders/sharp.f.glsl @ 2283:6f6f21d0c396
Fix missing address masks on some VRAM reads
author | Michael Pavone <pavone@retrodev.com> |
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date | Mon, 09 Jan 2023 00:15:26 -0800 |
parents | f3cca4b3f17a |
children |
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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 ); }