Files
melonDS/src/frontend/qt_sdl/main_shaders.h
Arisotura 256360aebb texture2D -> texture
Intel driver threw a fit about it
2020-05-27 19:18:45 +02:00

115 lines
2.1 KiB
C

/*
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
uniform vec2 uScreenSize;
uniform mat2x3 uTransform;
in vec2 vPosition;
in vec2 vTexcoord;
smooth out vec2 fTexcoord;
void main()
{
vec4 fpos;
fpos.xy = vec3(vPosition, 1.0) * uTransform;
fpos.xy = ((fpos.xy * 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
uniform sampler2D ScreenTex;
smooth in vec2 fTexcoord;
out vec4 oColor;
void main()
{
vec4 pixel = texture(ScreenTex, fTexcoord);
oColor = vec4(pixel.bgr, 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