mirror of https://github.com/mgba-emu/mgba.git
Res: Fix some shader woes
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492bfa7504
commit
9708e5bba9
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@ -7,5 +7,5 @@ passes=1
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[pass.0]
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[pass.0]
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fragmentShader=agb001.fs
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fragmentShader=agb001.fs
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blend=1
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blend=1
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width=960
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width=-4
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height=640
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height=-4
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@ -7,13 +7,13 @@ passes=2
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[pass.0]
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[pass.0]
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fragmentShader=ags001.fs
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fragmentShader=ags001.fs
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blend=1
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blend=1
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width=960
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width=-4
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height=640
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height=-4
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[pass.1]
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[pass.1]
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fragmentShader=ags001-light.fs
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fragmentShader=ags001-light.fs
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width=960
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width=-4
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height=640
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height=-4
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[pass.1.uniform.lightBrightness]
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[pass.1.uniform.lightBrightness]
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type=float
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type=float
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@ -23,19 +23,15 @@
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THE SOFTWARE.
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THE SOFTWARE.
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*/
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*/
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precision highp float;
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varying vec2 texCoord;
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varying vec2 texCoord;
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform vec2 texSize;
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uniform vec2 texSize;
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uniform float similarity_threshold;
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uniform float similarity_threshold;
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#define screen_res 240,160
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vec4 texel_fetch(sampler2D t, ivec2 c) // because GLSL TexelFetch is not supported
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vec4 texel_fetch(sampler2D t, ivec2 c) // because GLSL TexelFetch is not supported
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{
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{
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return texture2D(tex, (2 * vec2(c) + vec2(1,1)) / (2 * vec2(screen_res)) );
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return texture2D(tex, (2 * vec2(c) + vec2(1,1)) / (2 * texSize) );
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}
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}
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float pixel_brightness(vec4 pixel)
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float pixel_brightness(vec4 pixel)
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@ -140,7 +136,7 @@ vec4 interpolate_diagonal(vec4 a, vec4 b, vec4 c, vec4 d)
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void main()
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void main()
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{
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{
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ivec2 pixel_coords2 = ivec2(texCoord * vec2(screen_res) * 2);
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ivec2 pixel_coords2 = ivec2(texCoord * texSize * 2);
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ivec2 pixel_coords = pixel_coords2 / 2;
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ivec2 pixel_coords = pixel_coords2 / 2;
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bool x_even = mod(pixel_coords2.x,2) == 0;
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bool x_even = mod(pixel_coords2.x,2) == 0;
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@ -7,5 +7,5 @@ passes=1
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[pass.0]
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[pass.0]
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fragmentShader=wiiu.fs
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fragmentShader=wiiu.fs
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blend=1
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blend=1
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width=960
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width=-4
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height=640
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height=-4
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