mirror of https://github.com/bsnes-emu/bsnes.git
56 lines
1.7 KiB
GLSL
Executable File
56 lines
1.7 KiB
GLSL
Executable File
<?xml version="1.0" encoding="UTF-8"?>
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<shader language="GLSL">
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<vertex><![CDATA[
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uniform vec2 rubyTextureSize;
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void main() {
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vec4 offsetx;
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vec4 offsety;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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offsetx.x = 1.0 / rubyTextureSize.x;
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offsetx.y = 0.0;
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offsetx.w = 0.0;
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offsetx.z = 0.0;
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offsety.y = 1.0 / rubyTextureSize.y;
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offsety.x = 0.0;
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offsety.w = 0.0;
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offsety.z = 0.0;
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gl_TexCoord[0] = gl_MultiTexCoord0; //center
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gl_TexCoord[1] = gl_TexCoord[0] - offsetx; //left
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gl_TexCoord[2] = gl_TexCoord[0] + offsetx; //right
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gl_TexCoord[3] = gl_TexCoord[0] - offsety; //top
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gl_TexCoord[4] = gl_TexCoord[0] + offsety; //bottom
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}
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]]></vertex>
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<fragment filter="nearest"><![CDATA[
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uniform sampler2D rubyTexture;
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uniform vec2 rubyTextureSize;
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void main() {
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vec4 colD, colF, colB, colH, col, tmp;
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vec2 sel;
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col = texture2DProj(rubyTexture, gl_TexCoord[0]); //central (can be E0-E3)
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colD = texture2DProj(rubyTexture, gl_TexCoord[1]); //D (left)
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colF = texture2DProj(rubyTexture, gl_TexCoord[2]); //F (right)
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colB = texture2DProj(rubyTexture, gl_TexCoord[3]); //B (top)
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colH = texture2DProj(rubyTexture, gl_TexCoord[4]); //H (bottom)
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sel = fract(gl_TexCoord[0].xy * rubyTextureSize.xy); //where are we (E0-E3)? E0 is default
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if(sel.y >= 0.5) { tmp = colB; colB = colH; colH = tmp; } //E1 (or E3): swap B and H
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if(sel.x >= 0.5) { tmp = colF; colF = colD; colD = tmp; } //E2 (or E3): swap D and F
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if(colB == colD && colB != colF && colD != colH) { //do the Scale2x rule
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col = colD;
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}
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gl_FragColor = col;
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}
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]]></fragment>
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</shader>
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