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/*
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
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