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authorArisotura <thetotalworm@gmail.com>2020-05-30 03:19:20 +0200
committerArisotura <thetotalworm@gmail.com>2020-05-30 03:19:20 +0200
commitb62d90cbe4c5232f0fe8604bd5e11f8eccd48ba1 (patch)
treebfd0a5e6f30fc382170ec9402adea32f12ebc342 /src/frontend/qt_sdl/main_shaders.h
parent82302c9bf48598f889d0942340c224852c1378c5 (diff)
parent993048dd241b59747a7b30edfc861eedd4c005c9 (diff)
Merge remote-tracking branch 'remotes/origin/master' into melonDSi
Diffstat (limited to 'src/frontend/qt_sdl/main_shaders.h')
-rw-r--r--src/frontend/qt_sdl/main_shaders.h64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/frontend/qt_sdl/main_shaders.h b/src/frontend/qt_sdl/main_shaders.h
new file mode 100644
index 0000000..c55f79e
--- /dev/null
+++ b/src/frontend/qt_sdl/main_shaders.h
@@ -0,0 +1,64 @@
+/*
+ Copyright 2016-2020 Arisotura
+
+ This file is part of melonDS.
+
+ melonDS 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.
+
+ melonDS 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 melonDS. If not, see http://www.gnu.org/licenses/.
+*/
+
+#ifndef MAIN_SHADERS_H
+#define MAIN_SHADERS_H
+
+const char* kScreenVS = R"(#version 140
+
+uniform vec2 uScreenSize;
+uniform mat2x3 uTransform;
+
+in vec2 vPosition;
+in vec2 vTexcoord;
+
+smooth out vec2 fTexcoord;
+
+void main()
+{
+ vec4 fpos;
+
+ fpos.xy = vec3(vPosition, 1.0) * uTransform;
+
+ fpos.xy = ((fpos.xy * 2.0) / uScreenSize) - 1.0;
+ fpos.y *= -1;
+ fpos.z = 0.0;
+ fpos.w = 1.0;
+
+ gl_Position = fpos;
+ fTexcoord = vTexcoord;
+}
+)";
+
+const char* kScreenFS = R"(#version 140
+
+uniform sampler2D ScreenTex;
+
+smooth in vec2 fTexcoord;
+
+out vec4 oColor;
+
+void main()
+{
+ vec4 pixel = texture(ScreenTex, fTexcoord);
+
+ oColor = vec4(pixel.bgr, 1.0);
+}
+)";
+
+#endif // MAIN_SHADERS_H