Mercurial > repos > blastem
changeset 1426:957325c990d5
Fix texture coordinate offsets in default shader so things look right with really high resolutions and weird multiples of native
author | Michael Pavone <pavone@retrodev.com> |
---|---|
date | Fri, 07 Jul 2017 21:44:49 -0700 |
parents | 49d3c572b3f2 |
children | 4e5797b3935a |
files | shaders/default.f.glsl |
diffstat | 1 files changed, 4 insertions(+), 3 deletions(-) [+] |
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--- a/shaders/default.f.glsl Fri Jul 07 21:01:45 2017 -0700 +++ b/shaders/default.f.glsl Fri Jul 07 21:44:49 2017 -0700 @@ -6,10 +6,11 @@ void main() { - vec2 modifiedCoord = vec2(texcoord.x, (floor(texcoord.y * 512.0) + 0.5)/512.0); + vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0); + vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0); gl_FragColor = mix( - texture2D(textures[1], modifiedCoord), - texture2D(textures[0], modifiedCoord), + texture2D(textures[1], modifiedCoord1), + texture2D(textures[0], modifiedCoord0), (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5 ); }