bsnes/Shaders/MasterShader.fsh

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#version 150
uniform sampler2D image;
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uniform sampler2D previous_image;
uniform bool mix_previous;
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uniform vec2 output_resolution;
uniform vec2 origin;
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#define equal(x, y) ((x) == (y))
#define inequal(x, y) ((x) != (y))
#define STATIC
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out vec4 frag_color;
#line 1
{filter}
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void main()
{
vec2 position = gl_FragCoord.xy - origin;
position /= output_resolution;
position.y = 1 - position.y;
vec2 input_resolution = textureSize(image, 0);
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if (mix_previous) {
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frag_color = mix(scale(image, position, input_resolution, output_resolution),
scale(previous_image, position, input_resolution, output_resolution), 0.5);
}
else {
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frag_color = scale(image, position, input_resolution, output_resolution);
}
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}