/* Copyright 2016-2023 melonDS team 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