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preliminary, shitty, code for drawing the main window with OpenGL
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72
src/libui_sdl/main_shaders.h
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72
src/libui_sdl/main_shaders.h
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/*
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Copyright 2016-2019 Arisotura
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#ifndef MAIN_SHADERS_H
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#define MAIN_SHADERS_H
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const char* kScreenVS = R"(#version 420
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layout(std140, binding=0) uniform uConfig
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{
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vec2 uScreenSize;
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uint uFilterMode;
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};
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layout(location=0) in vec2 vPosition;
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layout(location=1) in vec2 vTexcoord;
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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.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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gl_Position = fpos;
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fTexcoord = vTexcoord;
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}
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)";
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const char* kScreenFS = R"(#version 420
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layout(std140, binding=0) uniform uConfig
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{
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vec2 uScreenSize;
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uint uFilterMode;
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};
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layout(binding=0) uniform usampler2D ScreenTex;
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smooth in vec2 fTexcoord;
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layout(location=0) out vec4 oColor;
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void main()
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{
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uvec4 pixel = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
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// TODO: filters
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oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
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}
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)";
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#endif // MAIN_SHADERS_H
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