view shaders/default.f.glsl @ 1405:ee19270495e8

Force texture y-coordinate to middle of line in default shader. Substantially improves picture when linear texture filtering is used
author Michael Pavone <pavone@retrodev.com>
date Sat, 17 Jun 2017 15:56:07 -0700
parents f9fbd0d16df2
children 5e4a2ea8219b
line wrap: on
line source

#version 110

uniform sampler2D textures[2];

varying vec2 texcoord;

void main()
{
	vec2 modifiedCoord = vec2(texcoord.x, (floor(texcoord.y * 512.0) + 0.5)/512.0);
	gl_FragColor = mix(
		texture2D(textures[0], modifiedCoord),
		texture2D(textures[1], modifiedCoord),
		(sin((texcoord.y * 1024.0 + 1.0)* 3.14159265359) + 1.0) * 0.5
	);
}