mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-23 14:19:55 -06:00
get the GL shit going
This commit is contained in:
124
src/frontend/qt_sdl/main_shaders.h
Normal file
124
src/frontend/qt_sdl/main_shaders.h
Normal file
@ -0,0 +1,124 @@
|
||||
/*
|
||||
Copyright 2016-2020 Arisotura
|
||||
|
||||
This file is part of melonDS.
|
||||
|
||||
melonDS is free software: you can redistribute it and/or modify it under
|
||||
the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation, either version 3 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
||||
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along
|
||||
with melonDS. If not, see http://www.gnu.org/licenses/.
|
||||
*/
|
||||
|
||||
#ifndef MAIN_SHADERS_H
|
||||
#define MAIN_SHADERS_H
|
||||
|
||||
const char* kScreenVS = R"(#version 140
|
||||
|
||||
layout(std140) uniform uConfig
|
||||
{
|
||||
vec2 uScreenSize;
|
||||
uint u3DScale;
|
||||
uint uFilterMode;
|
||||
};
|
||||
|
||||
in vec2 vPosition;
|
||||
in vec2 vTexcoord;
|
||||
|
||||
smooth out vec2 fTexcoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 fpos;
|
||||
fpos.xy = ((vPosition * 2.0) / uScreenSize) - 1.0;
|
||||
fpos.y *= -1;
|
||||
fpos.z = 0.0;
|
||||
fpos.w = 1.0;
|
||||
|
||||
gl_Position = fpos;
|
||||
fTexcoord = vTexcoord;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kScreenFS = R"(#version 140
|
||||
|
||||
layout(std140) uniform uConfig
|
||||
{
|
||||
vec2 uScreenSize;
|
||||
uint u3DScale;
|
||||
uint uFilterMode;
|
||||
};
|
||||
|
||||
uniform usampler2D ScreenTex;
|
||||
|
||||
smooth in vec2 fTexcoord;
|
||||
|
||||
out vec4 oColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
|
||||
|
||||
// TODO: filters
|
||||
|
||||
oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
|
||||
const char* kScreenVS_OSD = R"(#version 140
|
||||
|
||||
layout(std140) uniform uConfig
|
||||
{
|
||||
vec2 uScreenSize;
|
||||
uint u3DScale;
|
||||
uint uFilterMode;
|
||||
};
|
||||
|
||||
uniform ivec2 uOSDPos;
|
||||
uniform ivec2 uOSDSize;
|
||||
|
||||
in vec2 vPosition;
|
||||
|
||||
smooth out vec2 fTexcoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 fpos;
|
||||
|
||||
vec2 osdpos = (vPosition * vec2(uOSDSize));
|
||||
fTexcoord = osdpos;
|
||||
osdpos += uOSDPos;
|
||||
|
||||
fpos.xy = ((osdpos * 2.0) / uScreenSize) - 1.0;
|
||||
fpos.y *= -1;
|
||||
fpos.z = 0.0;
|
||||
fpos.w = 1.0;
|
||||
|
||||
gl_Position = fpos;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kScreenFS_OSD = R"(#version 140
|
||||
|
||||
uniform sampler2D OSDTex;
|
||||
|
||||
smooth in vec2 fTexcoord;
|
||||
|
||||
out vec4 oColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pixel = texelFetch(OSDTex, ivec2(fTexcoord), 0);
|
||||
oColor = pixel.bgra;
|
||||
}
|
||||
)";
|
||||
|
||||
#endif // MAIN_SHADERS_H
|
Reference in New Issue
Block a user