Mercurial > repos > blastem
view shaders/default.f.glsl @ 1405:ee19270495e8
Force texture y-coordinate to middle of line in default shader. Substantially improves picture when linear texture filtering is used
author | Michael Pavone <pavone@retrodev.com> |
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date | Sat, 17 Jun 2017 15:56:07 -0700 |
parents | f9fbd0d16df2 |
children | 5e4a2ea8219b |
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#version 110 uniform sampler2D textures[2]; varying vec2 texcoord; void main() { vec2 modifiedCoord = vec2(texcoord.x, (floor(texcoord.y * 512.0) + 0.5)/512.0); gl_FragColor = mix( texture2D(textures[0], modifiedCoord), texture2D(textures[1], modifiedCoord), (sin((texcoord.y * 1024.0 + 1.0)* 3.14159265359) + 1.0) * 0.5 ); }