OpenGL: Add texSize uniform

This commit is contained in:
Jeffrey Pfau 2016-05-25 21:25:09 -07:00
parent e08087a682
commit d242638e28
7 changed files with 15 additions and 7 deletions

View File

@ -43,6 +43,7 @@ Misc:
- ARM7: Support forcing Thumb mode via MSR
- ARM7: Flush prefetch cache when loading CPSR via MSR
- Qt: Canonicalize file paths when loading games
- OpenGL: Add texSize uniform
0.4.0: (2016-02-02)
Features:

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@ -1,5 +1,6 @@
varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
void main() {
vec4 color = texture2D(tex, texCoord);
@ -14,8 +15,8 @@ void main() {
arrayY[2] = vec3(1.0, 1.0, 1.0);
arrayY[3] = vec3(0.8, 0.8, 0.8);
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);
color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))];
color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))];
color.rgb *= arrayX[int(mod(texCoord.s * texSize.x * 4.0, 4.0))];
color.rgb *= arrayY[int(mod(texCoord.t * texSize.y * 4.0, 4.0))];
color.a = 0.5;
gl_FragColor = color;
}

View File

@ -1,5 +1,6 @@
varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
void main() {
vec4 color = texture2D(tex, texCoord);
@ -14,8 +15,8 @@ void main() {
arrayY[2] = vec3(1.0, 1.0, 1.0);
arrayY[3] = vec3(0.9, 0.9, 0.9);
color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6));
color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))];
color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))];
color.rgb *= arrayX[int(mod(texCoord.s * texSize.x * 4.0, 4.0))];
color.rgb *= arrayY[int(mod(texCoord.t * texSize.y * 4.0, 4.0))];
color.a = 0.8;
gl_FragColor = color;
}

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@ -98,7 +98,7 @@ varying vec4 TEX5;
varying vec4 TEX6;
varying vec4 TEX7;
const vec2 TextureSize = vec2(240.0, 160.0);
uniform vec2 texSize;
void main()
{
@ -110,7 +110,7 @@ void main()
vec3 res1, res2, pix1, pix2;
float blend1, blend2;
vec2 fp = fract(texCoord * TextureSize);
vec2 fp = fract(texCoord * texSize);
vec3 A1 = COMPAT_TEXTURE(tex, TEX1.xw).rgb;
vec3 B1 = COMPAT_TEXTURE(tex, TEX1.yw).rgb;

View File

@ -34,12 +34,14 @@ varying vec4 TEX6;
varying vec4 TEX7;
attribute vec4 position;
uniform vec2 texSize;
/* VERTEX_SHADER */
void main()
{
gl_Position = position;
vec2 ps = vec2(1.0/240.0, 1.0/160.0);
vec2 ps = vec2(1.0) / texSize;
float dx = ps.x;
float dy = ps.y;

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@ -230,6 +230,7 @@ void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
glUseProgram(shader->program);
glUniform1i(shader->texLocation, 0);
glUniform2f(shader->texSizeLocation, context->d.width, context->d.height);
glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
glEnableVertexAttribArray(shader->positionLocation);
size_t u;
@ -399,6 +400,7 @@ void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* f
}
shader->texLocation = glGetUniformLocation(shader->program, "tex");
shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize");
shader->positionLocation = glGetAttribLocation(shader->program, "position");
size_t i;
for (i = 0; i < shader->nUniforms; ++i) {

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@ -62,6 +62,7 @@ struct mGLES2Shader {
GLuint vertexShader;
GLuint program;
GLuint texLocation;
GLuint texSizeLocation;
GLuint positionLocation;
struct mGLES2Uniform* uniforms;