- [NEW] shader.init(), shader.enable i shader.disable - [NEW] Deixe els shaders de Lynx i GBC de exemple. - [NEW] file_getfilebuffer() ara soporta un tercer paràmetre opcional, per a 'zeroterminar' el buffer per si es un arxiu de text.
38 lines
1.0 KiB
GLSL
38 lines
1.0 KiB
GLSL
varying vec2 tex_coord;
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varying vec2 pix_coord;
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#if defined(VERTEX)
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void main()
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{
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pix_coord = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
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tex_coord = vec2((gl_Vertex.x+1.0)*0.5, (-gl_Vertex.y+1.0)*0.5);
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vec4 pos = vec4(gl_Vertex.x * 2.0, gl_Vertex.y * 2.0, gl_Vertex.z, gl_Vertex.w);
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gl_Position = gl_Vertex; //(gl_Vertex*2)-vec3(1.0, 1.0, 1.0);//gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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uniform sampler2D Texture;
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void main()
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{
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float x = sign(pix_coord.x)*floor(abs(pix_coord.x)+0.5);
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float y = sign(pix_coord.y)*floor(abs(pix_coord.y)+0.5);
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float column = mod(x,4.0);
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float row = mod(y,4.0);
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vec4 color = texture2D(Texture, tex_coord);
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vec4 newcolor;
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if ((column == 0.0) || (row == 0.0) ) {
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newcolor = color * vec4(0.4, 0.4, 0.4, 1.0);
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} else if ((column == 1.0) || (row == 1.0) ) {
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newcolor = color * vec4(0.6, 0.7, 0.8, 1.0);
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} else if ((column == 3.0) || (row == 3.0) ) {
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newcolor = color * vec4(0.8, 0.7, 0.6, 1.0);
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} else {
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newcolor = color;
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}
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gl_FragColor = newcolor;
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}
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#endif |