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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
- ///////////////////////////////////////////////////////////////////////////
- // //
- // Gameboy Classic Shader v0.2.2 //
- // //
- // Copyright (C) 2013 Harlequin : unknown92835@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 3 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, see <http://www.gnu.org/licenses/>. //
- // //
- ///////////////////////////////////////////////////////////////////////////
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- //vertex shader //
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #version 150
- in vec4 position;
- in vec2 texCoord;
-
- out Vertex {
- vec2 texCoord;
- vec2 one_texel;
- } vertexOut;
-
- uniform vec4 targetSize;
- uniform vec4 sourceSize[];
- void main() {
- gl_Position=position;
-
- float video_scale=floor(targetSize.y * sourceSize[0].w); //largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
-
- vec2 coord=texCoord*targetSize.xy;
- coord-=floor((targetSize.xy-(sourceSize[0].xy*video_scale))/2.0);
- vertexOut.texCoord=coord/(sourceSize[0].xy*video_scale);
- vertexOut.one_texel=sourceSize[0].zw/video_scale; //one texel on the hypothetical scaled input texture
- }
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