/* * Copyright (C) 2011-2013 Gregory hainaut * Copyright (C) 2007-2009 Gabest * * This file was generated by glsl2h.pl script * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #pragma once #include "stdafx.h" static const char* interlace_glsl = "//#version 420 // Keep it for editor detection\n" "\n" "struct vertex_basic\n" "{\n" " vec4 p;\n" " vec2 t;\n" "};\n" "\n" "#ifdef FRAGMENT_SHADER\n" "layout(location = 0) in vertex_basic PSin;\n" "\n" "layout(location = 0) out vec4 SV_Target0;\n" "\n" "#ifdef DISABLE_GL42\n" "layout(std140) uniform cb11\n" "#else\n" "layout(std140, binding = 11) uniform cb11\n" "#endif\n" "{\n" " vec2 ZrH;\n" " float hH;\n" "};\n" "\n" "#ifdef DISABLE_GL42\n" "uniform sampler2D TextureSampler;\n" "#else\n" "layout(binding = 0) uniform sampler2D TextureSampler;\n" "#endif\n" "\n" "// TODO ensure that clip (discard) is < 0 and not <= 0 ???\n" "void ps_main0()\n" "{\n" " // I'm not sure it impact us but be safe to lookup texture before conditional if\n" " // see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control\n" " vec4 c = texture(TextureSampler, PSin.t);\n" " if (fract(PSin.t.y * hH) - 0.5 < 0.0)\n" " discard;\n" "\n" " SV_Target0 = c;\n" "}\n" "\n" "void ps_main1()\n" "{\n" " // I'm not sure it impact us but be safe to lookup texture before conditional if\n" " // see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control\n" " vec4 c = texture(TextureSampler, PSin.t);\n" " if (0.5 - fract(PSin.t.y * hH) < 0.0)\n" " discard;\n" "\n" " SV_Target0 = c;\n" "}\n" "\n" "void ps_main2()\n" "{\n" " vec4 c0 = texture(TextureSampler, PSin.t - ZrH);\n" " vec4 c1 = texture(TextureSampler, PSin.t);\n" " vec4 c2 = texture(TextureSampler, PSin.t + ZrH);\n" "\n" " SV_Target0 = (c0 + c1 * 2 + c2) / 4;\n" "}\n" "\n" "void ps_main3()\n" "{\n" " SV_Target0 = texture(TextureSampler, PSin.t);\n" "}\n" "\n" "#endif\n" ;