bsnes/shaders/ScaleFX.shader/advanced-aa.vs

37 lines
756 B
Plaintext
Raw Normal View History

#version 150
in vec4 position;
in vec2 texCoord;
uniform vec4 sourceSize[];
in vec2 ps;
in float dx;
in float dy;
out Vertex {
vec2 texCoord;
vec4 t1;
vec4 t2;
vec4 t3;
vec4 t4;
} vertexOut;
void main() {
vec2 ps = vec2(1.0/sourceSize[0].x, 1.0/sourceSize[0].y);
float dx = ps.x * 0.5;
float dy = ps.y * 0.5;
gl_Position = position;
vertexOut.texCoord = texCoord;
vertexOut.t1.xy = texCoord + vec2(-dx, 0);
vertexOut.t2.xy = texCoord + vec2( dx, 0);
vertexOut.t3.xy = texCoord + vec2( 0, -dy);
vertexOut.t4.xy = texCoord + vec2( 0, dy);
vertexOut.t1.zw = texCoord + vec2(-dx, -dy);
vertexOut.t2.zw = texCoord + vec2(-dx, dy);
vertexOut.t3.zw = texCoord + vec2( dx, -dy);
vertexOut.t4.zw = texCoord + vec2( dx, dy);
}