bsnes/shaders/xBR-mode7-480p.shader/super-2xbr-3d-pass2.vs

29 lines
734 B
GLSL

#version 150
in vec4 position;
in vec2 texCoord;
in vec4 sourceSize[];
in vec4 targetSize;
out Vertex {
vec2 texCoord;
// vec4 t1;
// vec4 t2;
// vec4 t3;
// vec4 t4;
} vertexOut;
#define SourceSize sourceSize[0]
void main()
{
vertexOut.texCoord = texCoord.xy * 1.0001;
gl_Position = position;
float dx = SourceSize.z;
float dy = SourceSize.w;
// vertexOut.t1 = texCoord.xyxy + vec4(-2.0*dx, -2.0*dy, dx, dy);
// vertexOut.t2 = texCoord.xyxy + vec4( -dx, -2.0*dy, 0, dy);
// vertexOut.t3 = texCoord.xyxy + vec4(-2.0*dx, -dy, dx, 0);
// vertexOut.t4 = texCoord.xyxy + vec4( -dx, -dy, 0, 0); // dunno why this doesn't want to carry over, but whatever
}