mirror of
https://github.com/bsnes-emu/bsnes.git
synced 2025-09-09 11:01:23 +02:00
byuu says: A new release for the new year. Changelog: fixed auto joypad polling edge case; fixes Ys 5 controls fixed Justifier polling code; Lethal Enforcers should be fully responsive once again rewrote SNES S-SMP processor core (~20% code reduction) fixed Game Boy 8x16 sprite mode; fixed some sprites in Zelda: Link's Awakening treat Game Boy HuC1 RAM enable flag as writable flag instead; fixes Pokemon Card GB created far faster XML parser; bsnes can now load XML files once again updated to mightymo's most recent cheat code database internal color calculations now performed at 30-bits per pixel gamma slider now acts as fine-tuned gamma ramp option Linux OpenGL driver will output at 30bpp on capable displays Linux port defaults to GTK+ now instead of Qt (both are still available)
45 lines
1.8 KiB
GLSL
Executable File
45 lines
1.8 KiB
GLSL
Executable File
<?xml version="1.0" encoding="UTF-8"?>
|
|
<shader language="GLSL">
|
|
<vertex><![CDATA[
|
|
void main() {
|
|
gl_Position = ftransform();
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
}
|
|
]]></vertex>
|
|
|
|
<fragment filter="nearest"><![CDATA[
|
|
uniform sampler2D rubyTexture;
|
|
uniform vec2 rubyTextureSize;
|
|
|
|
void main() {
|
|
vec2 texelSize = 1.0 / rubyTextureSize;
|
|
|
|
vec2 range;
|
|
range.x = dFdx(gl_TexCoord[0].x) / 2.0 * 0.99;
|
|
range.y = dFdy(gl_TexCoord[0].y) / 2.0 * 0.99;
|
|
|
|
float left = gl_TexCoord[0].x - range.x;
|
|
float top = gl_TexCoord[0].y + range.y;
|
|
float right = gl_TexCoord[0].x + range.x;
|
|
float bottom = gl_TexCoord[0].y - range.y;
|
|
|
|
vec4 topLeftColor = texture2D(rubyTexture, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize);
|
|
vec4 bottomRightColor = texture2D(rubyTexture, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize);
|
|
vec4 bottomLeftColor = texture2D(rubyTexture, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize);
|
|
vec4 topRightColor = texture2D(rubyTexture, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize);
|
|
|
|
vec2 border = clamp(round(gl_TexCoord[0] / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
|
|
|
|
float totalArea = 4.0 * range.x * range.y;
|
|
|
|
vec4 averageColor;
|
|
averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
|
|
averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
|
|
averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
|
|
averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
|
|
|
|
gl_FragColor = averageColor;
|
|
}
|
|
]]></fragment>
|
|
</shader>
|