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This commit is contained in:
BADIM-PC\Vadim 2018-02-22 10:58:20 +03:00
parent ef41d6ec40
commit 840d67f48d
1 changed files with 57 additions and 60 deletions

View File

@ -1,16 +1,14 @@
CODE(
precision highp float;
precision mediump int;
uniform sampler2D tex;
varying vec2 texCoord;
uniform sampler2D source;
uniform float trg_w;
uniform float trg_h;
// Emulated input resolution.
vec2 res=vec2(256.0,144.0);
vec2 trg=vec2(trg_w, trg_h);
// Hardness of scanline.
@ -48,7 +46,7 @@ vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=(floor(pos*res+off)+vec2(0.5,0.5))/res;
return ToLinear(1.2 * texture2D(tex,pos.xy,-16.0).rgb);}
return ToLinear(1.2 * texture2D(source,pos.xy,-16.0).rgb);}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
@ -119,8 +117,7 @@ vec3 Mask(vec2 pos){
else mask.b=maskLight;
return mask;}
void main()
{
void main() {
vec2 pos = gl_FragCoord.xy/trg.xy;
hardScan=-12.0;
// maskDark=maskLight;