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Diffstat (limited to 'src/frontend/qt_sdl/main_shaders.h')
-rw-r--r-- | src/frontend/qt_sdl/main_shaders.h | 124 |
1 files changed, 124 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..7c4feec --- /dev/null +++ b/src/frontend/qt_sdl/main_shaders.h @@ -0,0 +1,124 @@ +/* + 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 + +layout(std140) uniform uConfig +{ + vec2 uScreenSize; + uint u3DScale; + uint uFilterMode; +}; + +in vec2 vPosition; +in vec2 vTexcoord; + +smooth out vec2 fTexcoord; + +void main() +{ + vec4 fpos; + fpos.xy = ((vPosition * 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 + +layout(std140) uniform uConfig +{ + vec2 uScreenSize; + uint u3DScale; + uint uFilterMode; +}; + +uniform usampler2D ScreenTex; + +smooth in vec2 fTexcoord; + +out vec4 oColor; + +void main() +{ + ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0)); + + // TODO: filters + + oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0); +} +)"; + + + +const char* kScreenVS_OSD = R"(#version 140 + +layout(std140) uniform uConfig +{ + vec2 uScreenSize; + uint u3DScale; + uint uFilterMode; +}; + +uniform ivec2 uOSDPos; +uniform ivec2 uOSDSize; + +in vec2 vPosition; + +smooth out vec2 fTexcoord; + +void main() +{ + vec4 fpos; + + vec2 osdpos = (vPosition * vec2(uOSDSize)); + fTexcoord = osdpos; + osdpos += uOSDPos; + + fpos.xy = ((osdpos * 2.0) / uScreenSize) - 1.0; + fpos.y *= -1; + fpos.z = 0.0; + fpos.w = 1.0; + + gl_Position = fpos; +} +)"; + +const char* kScreenFS_OSD = R"(#version 140 + +uniform sampler2D OSDTex; + +smooth in vec2 fTexcoord; + +out vec4 oColor; + +void main() +{ + vec4 pixel = texelFetch(OSDTex, ivec2(fTexcoord), 0); + oColor = pixel.bgra; +} +)"; + +#endif // MAIN_SHADERS_H |