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- // This is a port of the original CG shader to the quark format
- // the original shader can be found here :
- // https://github.com/libretro/common-shaders/tree/master/handheld/gameboy
- /*
-
- Copyright (C) 2007 guest(r) - guest.r@gmail.com
-
- 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
- of the License, 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 this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
- */
- #version 150
- in vec4 position;
- in vec2 texCoord;
-
- out Vertex {
- vec2 texCoord;
- vec4 t1;
- vec4 t2;
- vec4 t3;
- vec4 t4;
- } vertexOut;
-
- uniform vec4 targetSize;
- uniform vec4 sourceSize[];
- void main() {
- gl_Position=position;
- vertexOut.texCoord=texCoord;
- vertexOut.t1=texCoord.xxyy + vec4(-sourceSize[0].z, 0.0, -sourceSize[0].w, 0.0);
- vertexOut.t2=texCoord.xxyy + vec4( sourceSize[0].z, 2.0*sourceSize[0].z, -sourceSize[0].w, 0.0);
- vertexOut.t3=texCoord.xxyy + vec4(-sourceSize[0].z, 0.0, sourceSize[0].w, 2.0*sourceSize[0].w);
- vertexOut.t4=texCoord.xxyy + vec4( sourceSize[0].z, 2.0*sourceSize[0].z, sourceSize[0].w, 2.0*sourceSize[0].w);
- }
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