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https://github.com/melonDS-emu/melonDS.git
synced 2025-07-25 23:29:55 -06:00
get the whole OpenGL shit going
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@ -21,12 +21,8 @@
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const char* kScreenVS = R"(#version 140
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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uint u3DScale;
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uint uFilterMode;
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};
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uniform vec2 uScreenSize;
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uniform mat2x3 uTransform;
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in vec2 vPosition;
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in vec2 vTexcoord;
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@ -36,7 +32,10 @@ smooth out vec2 fTexcoord;
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void main()
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{
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vec4 fpos;
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fpos.xy = ((vPosition * 2.0) / uScreenSize) - 1.0;
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fpos.xy = vec3(vPosition, 1.0) * uTransform;
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fpos.xy = ((fpos.xy * 2.0) / uScreenSize) - 1.0;
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fpos.y *= -1;
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fpos.z = 0.0;
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fpos.w = 1.0;
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@ -48,14 +47,7 @@ void main()
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const char* kScreenFS = R"(#version 140
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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uint u3DScale;
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uint uFilterMode;
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};
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uniform usampler2D ScreenTex;
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uniform sampler2D ScreenTex;
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smooth in vec2 fTexcoord;
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@ -63,11 +55,9 @@ out vec4 oColor;
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void main()
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{
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ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
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vec4 pixel = texture2D(ScreenTex, fTexcoord);
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// TODO: filters
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oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
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oColor = vec4(pixel.bgr, 1.0);
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}
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)";
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