changeset 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
files shaders/default.f.glsl
diffstat 1 files changed, 3 insertions(+), 2 deletions(-) [+]
line wrap: on
line diff
--- a/shaders/default.f.glsl	Sat Jun 17 15:43:44 2017 -0700
+++ b/shaders/default.f.glsl	Sat Jun 17 15:56:07 2017 -0700
@@ -6,9 +6,10 @@
 
 void main()
 {
+	vec2 modifiedCoord = vec2(texcoord.x, (floor(texcoord.y * 512.0) + 0.5)/512.0);
 	gl_FragColor = mix(
-		texture2D(textures[0], texcoord),
-		texture2D(textures[1], vec2(texcoord.x, texcoord.y - 0.5/1024.0)),
+		texture2D(textures[0], modifiedCoord),
+		texture2D(textures[1], modifiedCoord),
 		(sin((texcoord.y * 1024.0 + 1.0)* 3.14159265359) + 1.0) * 0.5
 	);
 }