mirror of https://github.com/mgba-emu/mgba.git
OpenGL: Add texSize uniform
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@ -43,6 +43,7 @@ Misc:
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- ARM7: Support forcing Thumb mode via MSR
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- ARM7: Flush prefetch cache when loading CPSR via MSR
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- Qt: Canonicalize file paths when loading games
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- OpenGL: Add texSize uniform
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0.4.0: (2016-02-02)
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Features:
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@ -1,5 +1,6 @@
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varying vec2 texCoord;
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uniform sampler2D tex;
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uniform vec2 texSize;
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void main() {
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vec4 color = texture2D(tex, texCoord);
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@ -14,8 +15,8 @@ void main() {
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arrayY[2] = vec3(1.0, 1.0, 1.0);
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arrayY[3] = vec3(0.8, 0.8, 0.8);
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color.rgb = pow(color.rgb * vec3(0.8, 0.8, 0.8), vec3(1.8, 1.8, 1.8)) + vec3(0.16, 0.16, 0.16);
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color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))];
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color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))];
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color.rgb *= arrayX[int(mod(texCoord.s * texSize.x * 4.0, 4.0))];
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color.rgb *= arrayY[int(mod(texCoord.t * texSize.y * 4.0, 4.0))];
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color.a = 0.5;
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gl_FragColor = color;
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}
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@ -1,5 +1,6 @@
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varying vec2 texCoord;
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uniform sampler2D tex;
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uniform vec2 texSize;
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void main() {
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vec4 color = texture2D(tex, texCoord);
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@ -14,8 +15,8 @@ void main() {
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arrayY[2] = vec3(1.0, 1.0, 1.0);
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arrayY[3] = vec3(0.9, 0.9, 0.9);
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color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6));
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color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))];
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color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))];
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color.rgb *= arrayX[int(mod(texCoord.s * texSize.x * 4.0, 4.0))];
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color.rgb *= arrayY[int(mod(texCoord.t * texSize.y * 4.0, 4.0))];
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color.a = 0.8;
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gl_FragColor = color;
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}
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@ -98,7 +98,7 @@ varying vec4 TEX5;
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varying vec4 TEX6;
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varying vec4 TEX7;
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const vec2 TextureSize = vec2(240.0, 160.0);
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uniform vec2 texSize;
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void main()
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{
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@ -110,7 +110,7 @@ void main()
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vec3 res1, res2, pix1, pix2;
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float blend1, blend2;
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vec2 fp = fract(texCoord * TextureSize);
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vec2 fp = fract(texCoord * texSize);
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vec3 A1 = COMPAT_TEXTURE(tex, TEX1.xw).rgb;
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vec3 B1 = COMPAT_TEXTURE(tex, TEX1.yw).rgb;
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@ -34,12 +34,14 @@ varying vec4 TEX6;
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varying vec4 TEX7;
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attribute vec4 position;
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uniform vec2 texSize;
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/* VERTEX_SHADER */
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void main()
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{
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gl_Position = position;
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vec2 ps = vec2(1.0/240.0, 1.0/160.0);
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vec2 ps = vec2(1.0) / texSize;
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float dx = ps.x;
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float dy = ps.y;
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@ -230,6 +230,7 @@ void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
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glUseProgram(shader->program);
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glUniform1i(shader->texLocation, 0);
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glUniform2f(shader->texSizeLocation, context->d.width, context->d.height);
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glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
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glEnableVertexAttribArray(shader->positionLocation);
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size_t u;
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@ -399,6 +400,7 @@ void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* f
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}
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shader->texLocation = glGetUniformLocation(shader->program, "tex");
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shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize");
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shader->positionLocation = glGetAttribLocation(shader->program, "position");
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size_t i;
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for (i = 0; i < shader->nUniforms; ++i) {
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@ -62,6 +62,7 @@ struct mGLES2Shader {
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GLuint vertexShader;
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GLuint program;
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GLuint texLocation;
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GLuint texSizeLocation;
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GLuint positionLocation;
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struct mGLES2Uniform* uniforms;
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