no message
This commit is contained in:
parent
95fe3d3b98
commit
ef41d6ec40
|
@ -1,6 +1,5 @@
|
||||||
CODE(
|
CODE(
|
||||||
|
|
||||||
#version 100\n
|
|
||||||
precision highp float;
|
precision highp float;
|
||||||
precision mediump int;
|
precision mediump int;
|
||||||
|
|
||||||
|
|
|
@ -1,16 +1,13 @@
|
||||||
CODE(
|
CODE(
|
||||||
|
|
||||||
#version 100\n
|
|
||||||
precision highp float;
|
precision highp float;
|
||||||
precision mediump int;
|
precision mediump int;
|
||||||
|
|
||||||
varying vec2 texCoord;
|
|
||||||
//vec4 fragColor;
|
|
||||||
|
|
||||||
uniform sampler2D tex;
|
uniform sampler2D tex;
|
||||||
uniform float trg_w;
|
uniform float trg_w;
|
||||||
uniform float trg_h;
|
uniform float trg_h;
|
||||||
|
|
||||||
|
|
||||||
// Emulated input resolution.
|
// Emulated input resolution.
|
||||||
vec2 res=vec2(256.0,144.0);
|
vec2 res=vec2(256.0,144.0);
|
||||||
|
|
||||||
|
@ -51,7 +48,7 @@ vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
|
||||||
// Also zero's off screen.
|
// Also zero's off screen.
|
||||||
vec3 Fetch(vec2 pos,vec2 off){
|
vec3 Fetch(vec2 pos,vec2 off){
|
||||||
pos=(floor(pos*res+off)+vec2(0.5,0.5))/res;
|
pos=(floor(pos*res+off)+vec2(0.5,0.5))/res;
|
||||||
return ToLinear(1.2 * texture2D(tex,pos.xy,-16.0).rgb);} //vec2???
|
return ToLinear(1.2 * texture2D(tex,pos.xy,-16.0).rgb);}
|
||||||
|
|
||||||
// Distance in emulated pixels to nearest texel.
|
// Distance in emulated pixels to nearest texel.
|
||||||
vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
|
vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
|
||||||
|
@ -124,10 +121,10 @@ vec3 Mask(vec2 pos){
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
vec2 pos = gl_FragCoord.xy/trg.xy;
|
||||||
|
hardScan=-12.0;
|
||||||
// maskDark=maskLight;
|
// maskDark=maskLight;
|
||||||
vec2 pos=Warp(gl_FragCoord.xy/trg);
|
pos=Warp(gl_FragCoord.xy/trg.xy);
|
||||||
vec4 fragColor;
|
gl_FragColor.rgb=Tri(vec2(pos.s, 1.0 - pos.t))*Mask(gl_FragCoord.xy);
|
||||||
fragColor.rgb=Tri(vec2(pos.s, 1.0 - pos.t))*Mask(gl_FragCoord.xy);
|
gl_FragColor = vec4(ToSrgb(gl_FragColor.rgb), 1.0);
|
||||||
fragColor.a=1.0;
|
|
||||||
gl_FragColor = vec4(ToSrgb(fragColor.rgb), fragColor.a);
|
|
||||||
})
|
})
|
Loading…
Reference in New Issue