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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 tex_coord_1;
- vec2 tex_coord_2;
- vec2 tex_coord_3;
- vec2 tex_coord_4;
- vec2 lower_bound;
- vec2 upper_bound;
- } vertexOut;
-
- uniform vec4 targetSize;
- uniform vec4 sourceSize[];
- void main() {
- gl_Position = position;
- vertexOut.texCoord = texCoord;
- //define the neighboring texel coordinates for use in blur
-
- vertexOut.tex_coord_1=texCoord + vec2(0.0,sourceSize[0].w ); //down
- vertexOut.tex_coord_2=texCoord + vec2(0.0, -sourceSize[0].w); //up
- vertexOut.tex_coord_3=texCoord + vec2(sourceSize[0].z, 0.0); //right
- vertexOut.tex_coord_4=texCoord + vec2(-sourceSize[0].z, 0.0); //left
- vertexOut.lower_bound=vec2(0.0); //lower texture bounds
- vertexOut.upper_bound=sourceSize[0].zw * (targetSize.xy - 2.0); //upper texture bounds
- }
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