view shaders/sharp.f.glsl @ 1863:d60f2d7c02a5

Differentiate between the full Sega mapper and the SRAM only one. Fixes crash on save state load for Phantasy Star IV and other games that use the same mapper
author Michael Pavone <pavone@retrodev.com>
date Tue, 14 May 2019 23:20:35 -0700
parents be1da0a68d1e
children f3cca4b3f17a
line wrap: on
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uniform sampler2D textures[2];

varying mediump vec2 texcoord;

void main()
{
	mediump float x0 = (floor(texcoord.x * 512.0 - 0.25) + 0.5)/512.0;
	mediump float x1 = (floor(texcoord.x * 512.0 + 0.25) + 0.5)/512.0;
	mediump float y0 = (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0;
	mediump float y1 = (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0;
	
	
	mediump vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0);
	mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0);
	mediump float ymix = (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5;
	mediump float xmix = (sin(texcoord.x * 1024.0 * 3.14159265359) + 1.0) * 0.5;
	gl_FragColor = mix(
		mix(
			texture2D(textures[1], vec2(x0, y1)),
			texture2D(textures[0], vec2(x0, y0)),
			ymix
		),
		mix(
			texture2D(textures[1], vec2(x1, y1)),
			texture2D(textures[0], vec2(x1, y0)),
			ymix
		),
		xmix
	);
}