changeset 1426:957325c990d5

Fix texture coordinate offsets in default shader so things look right with really high resolutions and weird multiples of native
author Michael Pavone <pavone@retrodev.com>
date Fri, 07 Jul 2017 21:44:49 -0700
parents 49d3c572b3f2
children 4e5797b3935a
files shaders/default.f.glsl
diffstat 1 files changed, 4 insertions(+), 3 deletions(-) [+]
line wrap: on
line diff
--- a/shaders/default.f.glsl	Fri Jul 07 21:01:45 2017 -0700
+++ b/shaders/default.f.glsl	Fri Jul 07 21:44:49 2017 -0700
@@ -6,10 +6,11 @@
 
 void main()
 {
-	vec2 modifiedCoord = vec2(texcoord.x, (floor(texcoord.y * 512.0) + 0.5)/512.0);
+	vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0);
+	vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0);
 	gl_FragColor = mix(
-		texture2D(textures[1], modifiedCoord),
-		texture2D(textures[0], modifiedCoord),
+		texture2D(textures[1], modifiedCoord1),
+		texture2D(textures[0], modifiedCoord0),
 		(sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5
 	);
 }