Merge branch 'glsl-fix-tv-shaders' of git://github.com/turtleli/pcsx2 into turtleli-glsl-fix-tv-shaders

This commit is contained in:
Gregory Hainaut 2015-10-25 21:23:39 +01:00
commit b87cda94c5
2 changed files with 6 additions and 6 deletions

View File

@ -326,7 +326,7 @@ vec4 ps_scanlines(uint i)
void ps_main5() // scanlines void ps_main5() // scanlines
{ {
highp uvec4 p = uvec4(PSin_p); highp uvec4 p = uvec4(gl_FragCoord);
vec4 c = ps_scanlines(p.y % 2u); vec4 c = ps_scanlines(p.y % 2u);
@ -337,7 +337,7 @@ void ps_main5() // scanlines
#ifdef ps_main6 #ifdef ps_main6
void ps_main6() // diagonal void ps_main6() // diagonal
{ {
highp uvec4 p = uvec4(PSin_p); highp uvec4 p = uvec4(gl_FragCoord);
vec4 c = ps_crt((p.x + (p.y % 3u)) % 3u); vec4 c = ps_crt((p.x + (p.y % 3u)) % 3u);
@ -348,7 +348,7 @@ void ps_main6() // diagonal
#ifdef ps_main8 #ifdef ps_main8
void ps_main8() // triangular void ps_main8() // triangular
{ {
highp uvec4 p = uvec4(PSin_p); highp uvec4 p = uvec4(gl_FragCoord);
vec4 c = ps_crt(((p.x + ((p.y >> 1u) & 1u) * 3u) >> 1u) % 3u); vec4 c = ps_crt(((p.x + ((p.y >> 1u) & 1u) * 3u) >> 1u) % 3u);

View File

@ -351,7 +351,7 @@ static const char* convert_glsl =
"\n" "\n"
"void ps_main5() // scanlines\n" "void ps_main5() // scanlines\n"
"{\n" "{\n"
" highp uvec4 p = uvec4(PSin_p);\n" " highp uvec4 p = uvec4(gl_FragCoord);\n"
"\n" "\n"
" vec4 c = ps_scanlines(p.y % 2u);\n" " vec4 c = ps_scanlines(p.y % 2u);\n"
"\n" "\n"
@ -362,7 +362,7 @@ static const char* convert_glsl =
"#ifdef ps_main6\n" "#ifdef ps_main6\n"
"void ps_main6() // diagonal\n" "void ps_main6() // diagonal\n"
"{\n" "{\n"
" highp uvec4 p = uvec4(PSin_p);\n" " highp uvec4 p = uvec4(gl_FragCoord);\n"
"\n" "\n"
" vec4 c = ps_crt((p.x + (p.y % 3u)) % 3u);\n" " vec4 c = ps_crt((p.x + (p.y % 3u)) % 3u);\n"
"\n" "\n"
@ -373,7 +373,7 @@ static const char* convert_glsl =
"#ifdef ps_main8\n" "#ifdef ps_main8\n"
"void ps_main8() // triangular\n" "void ps_main8() // triangular\n"
"{\n" "{\n"
" highp uvec4 p = uvec4(PSin_p);\n" " highp uvec4 p = uvec4(gl_FragCoord);\n"
"\n" "\n"
" vec4 c = ps_crt(((p.x + ((p.y >> 1u) & 1u) * 3u) >> 1u) % 3u);\n" " vec4 c = ps_crt(((p.x + ((p.y >> 1u) & 1u) * 3u) >> 1u) % 3u);\n"
"\n" "\n"