make it more functional and betterer

atleast now it's not worse than what it was before, so we can start building real shit
This commit is contained in:
Arisotura
2019-12-06 11:52:58 +01:00
parent 94f4885fcf
commit 01f9b6c2b5
4 changed files with 27 additions and 19 deletions

View File

@ -51,6 +51,8 @@ bool Init()
for (int i = 0; i < 1; i++)
{
GLint uni_id;
glBindAttribLocation(CompShader[i][2], 0, "vPosition");
glBindFragDataLocation(CompShader[i][2], 0, "oColor");
@ -58,6 +60,12 @@ bool Init()
return false;
CompScaleLoc[i] = glGetUniformLocation(CompShader[i][2], "u3DScale");
glUseProgram(CompShader[i][2]);
uni_id = glGetUniformLocation(CompShader[i][2], "ScreenTex");
glUniform1i(uni_id, 0);
uni_id = glGetUniformLocation(CompShader[i][2], "_3DTex");
glUniform1i(uni_id, 1);
}
#define SETVERTEX(i, x, y) \

View File

@ -33,7 +33,7 @@ void main()
fpos.w = 1.0;
gl_Position = fpos;
fTexcoord = (vPosition + vec2(1.0, -1.0)) * (vec2(256.0, -384.0) / 2.0);
fTexcoord = (vPosition + vec2(1.0, 1.0)) * (vec2(256.0, 384.0) / 2.0);
}
)";

View File

@ -410,31 +410,31 @@ void GLScreen_DrawScreen()
switch (ScreenRotation)
{
case 0:
s0 = 0; t0 = 192;
s1 = scwidth; t1 = 192;
s2 = 0; t2 = 192+scheight;
s3 = scwidth; t3 = 192+scheight;
s0 = 0; t0 = scheight;
s1 = scwidth; t1 = scheight;
s2 = 0; t2 = scheight+scheight;
s3 = scwidth; t3 = scheight+scheight;
break;
case 1:
s0 = 0; t0 = 192+scheight;
s1 = 0; t1 = 192;
s2 = scwidth; t2 = 192+scheight;
s3 = scwidth; t3 = 192;
s0 = 0; t0 = scheight+scheight;
s1 = 0; t1 = scheight;
s2 = scwidth; t2 = scheight+scheight;
s3 = scwidth; t3 = scheight;
break;
case 2:
s0 = scwidth; t0 = 192+scheight;
s1 = 0; t1 = 192+scheight;
s2 = scwidth; t2 = 192;
s3 = 0; t3 = 192;
s0 = scwidth; t0 = scheight+scheight;
s1 = 0; t1 = scheight+scheight;
s2 = scwidth; t2 = scheight;
s3 = 0; t3 = scheight;
break;
case 3:
s0 = scwidth; t0 = 192;
s1 = scwidth; t1 = 192+scheight;
s2 = 0; t2 = 192;
s3 = 0; t3 = 192+scheight;
s0 = scwidth; t0 = scheight;
s1 = scwidth; t1 = scheight+scheight;
s2 = 0; t2 = scheight;
s3 = 0; t3 = scheight+scheight;
break;
}

View File

@ -63,11 +63,11 @@ out vec4 oColor;
void main()
{
ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
//ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
// TODO: filters
oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
//oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
oColor = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
}
)";