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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00

Code cleanup: use the same TEX_OFFSET macro for standard and 3point filtering.

OpenGL and GLES3+ shaders.
This commit is contained in:
Sergey Lipskiy 2017-12-02 12:34:50 +07:00
parent 6845116856
commit 3241d49ee6

View File

@ -956,15 +956,15 @@ public:
// Original author: ArthurCarvalho
// GLSL implementation: twinaphex, mupen64plus-libretro project.
m_part +=
"#define TEX_OFFSET(tex, texCoord, off) texture(tex, texCoord - (off)/texSize) \n"
"#define TEX_OFFSET(off, tex, texCoord) texture(tex, texCoord - (off)/texSize) \n"
"#define TEX_FILTER(name, tex, texCoord) \\\n"
" { \\\n"
" mediump vec2 texSize = vec2(textureSize(tex,0)); \\\n"
" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \\\n"
" offset -= step(1.0, offset.x + offset.y); \\\n"
" lowp vec4 c0 = TEX_OFFSET(tex, texCoord, offset); \\\n"
" lowp vec4 c1 = TEX_OFFSET(tex, texCoord, vec2(offset.x - sign(offset.x), offset.y)); \\\n"
" lowp vec4 c2 = TEX_OFFSET(tex, texCoord, vec2(offset.x, offset.y - sign(offset.y))); \\\n"
" lowp vec4 c0 = TEX_OFFSET(offset, tex, texCoord); \\\n"
" lowp vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y), tex, texCoord); \\\n"
" lowp vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)), tex, texCoord); \\\n"
" name = c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0); \\\n"
" } \n"
;