mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
partially working hq2x, may not work on macOS tho
This commit is contained in:
@@ -239,13 +239,11 @@ public class App implements ApplicationListener {
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public static ShaderProgram shaderColLUT;
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public static ShaderProgram shaderReflect;
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public static ShaderProgram shaderGhastlyWhite;
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public static ShaderProgram shaderHQ2x;
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private static Texture hq2xLut;
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public static Hq2x hq2x;
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public static Mesh fullscreenQuad;
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public static Mesh fullscreenQuad2x;
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public static Mesh fullscreenQuad2d;
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public static Mesh fullscreenQuadHQnX;
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private static OrthographicCamera camera;
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private static FlippingSpriteBatch logoBatch;
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public static TextureRegion logo;
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@@ -478,9 +476,7 @@ public class App implements ApplicationListener {
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);
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shaderPassthruRGBA = loadShaderFromClasspath("shaders/gl32spritebatch.vert", "shaders/gl32spritebatch.frag");
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shaderReflect = loadShaderFromClasspath("shaders/default.vert", "shaders/reflect.frag");
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shaderHQ2x = loadShaderFromClasspath("shaders/hq2x.vert", "shaders/hq2x.frag");
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hq2xLut = new Texture(Gdx.files.classpath("shaders/hq2x.tga"));
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hq2x = new Hq2x(2);
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fullscreenQuad = new Mesh(
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true, 4, 6,
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@@ -494,7 +490,7 @@ public class App implements ApplicationListener {
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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);
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fullscreenQuad2d = new Mesh(
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fullscreenQuadHQnX = new Mesh(
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true, 4, 6,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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@@ -502,7 +498,7 @@ public class App implements ApplicationListener {
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);
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updateFullscreenQuad(fullscreenQuad, scr.getWidth(), scr.getHeight());
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updateFullscreenQuad(fullscreenQuad2x, scr.getWidth() * 2, scr.getHeight() * 2);
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updateFullscreenQuad(fullscreenQuad2d, scr.getWidth() / 2, scr.getHeight() / 2);
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updateFullscreenQuad(fullscreenQuadHQnX, Math.round(scr.getWf() * 1280f / 2028f), Math.round(scr.getHf() * 720f / 982f));
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// set up renderer info variables
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renderer = Gdx.graphics.getGLVersion().getRendererString();
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@@ -594,55 +590,18 @@ public class App implements ApplicationListener {
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}*/
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if (getConfigString("screenmagnifyingfilter").equals("hq2x")) {
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int canvasWidth = postProcessorOutFBO.getWidth(); // not zoomed dimension
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int canvasHeight = postProcessorOutFBO.getHeight();
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if (getConfigString("screenmagnifyingfilter").equals("hq2x") ) {
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FrameBufferManager.begin(postProcessorOutFBO2);
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shaderHQ2x.bind();
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shaderHQ2x.setUniformMatrix("u_projTrans", camera.combined);
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shaderHQ2x.setUniformi("u_lut", 1);
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shaderHQ2x.setUniformi("u_texture", 0);
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shaderHQ2x.setUniformf("u_textureSize", canvasWidth, canvasHeight);
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hq2xLut.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
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hq2xLut.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
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hq2xLut.bind(1);
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postProcessorOutFBO.getColorBufferTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
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postProcessorOutFBO.getColorBufferTexture().setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
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postProcessorOutFBO.getColorBufferTexture().bind(0);
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fullscreenQuad.render(shaderHQ2x, GL20.GL_TRIANGLES); // the shader expects the target texture size to be 2x the input dimension
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hq2x.renderToScreen(postProcessorOutFBO.getColorBufferTexture());
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FrameBufferManager.end();
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if (screenshotRequested) {
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FrameBufferManager.begin(postProcessorOutFBO2);
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try {
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Pixmap p = Pixmap.createFromFrameBuffer(0, 0, postProcessorOutFBO2.getWidth(), postProcessorOutFBO2.getHeight());
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PixmapIO.writePNG(Gdx.files.absolute(defaultDir+"/Screenshot-"+String.valueOf(System.currentTimeMillis())+".png"), p, 9, true);
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p.dispose();
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Terrarum.INSTANCE.getIngame().sendNotification("Screenshot taken");
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}
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catch (Throwable e) {
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e.printStackTrace();
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Terrarum.INSTANCE.getIngame().sendNotification("Failed to take screenshot: "+e.getMessage());
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}
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FrameBufferManager.end();
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screenshotRequested = false;
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}
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shaderPassthruRGBA.bind();
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shaderPassthruRGBA.setUniformMatrix("u_projTrans", camera.combined);
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shaderPassthruRGBA.setUniformi("u_texture", 0);
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postProcessorOutFBO2.getColorBufferTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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postProcessorOutFBO2.getColorBufferTexture().setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
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postProcessorOutFBO2.getColorBufferTexture().bind(0);
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fullscreenQuad.render(shaderPassthruRGBA, GL20.GL_TRIANGLES);
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fullscreenQuadHQnX.render(shaderPassthruRGBA, GL20.GL_TRIANGLES);
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}
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else if (getConfigDouble("screenmagnifying") < 1.01 || getConfigString("screenmagnifyingfilter").equals("none")) {
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shaderPassthruRGBA.bind();
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@@ -796,7 +755,7 @@ public class App implements ApplicationListener {
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TerrarumPostProcessor.INSTANCE.resize(scr.getWidth(), scr.getHeight());
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updateFullscreenQuad(fullscreenQuad, scr.getWidth(), scr.getHeight());
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updateFullscreenQuad(fullscreenQuad2x, scr.getWidth() * 2, scr.getHeight() * 2);
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updateFullscreenQuad(fullscreenQuad2d, scr.getWidth() / 2, scr.getHeight() / 2);
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updateFullscreenQuad(fullscreenQuadHQnX, Math.round(scr.getWf() * 1280f / 2028f), Math.round(scr.getHf() * 720f / 982f));
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if (renderFBO == null ||
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@@ -865,14 +824,12 @@ public class App implements ApplicationListener {
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shaderColLUT.dispose();
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shaderReflect.dispose();
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shaderGhastlyWhite.dispose();
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shaderHQ2x.dispose();
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hq2xLut.dispose();
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hq2x.dispose();
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CommonResourcePool.INSTANCE.dispose();
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fullscreenQuad.dispose();
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fullscreenQuad2x.dispose();
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fullscreenQuad2d.dispose();
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fullscreenQuadHQnX.dispose();
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logoBatch.dispose();
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batch.dispose();
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// shapeRender.dispose();
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214
src/net/torvald/terrarum/Hq2x.kt
Normal file
214
src/net/torvald/terrarum/Hq2x.kt
Normal file
@@ -0,0 +1,214 @@
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package net.torvald.terrarum
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.files.FileHandle
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.graphics.VertexAttributes.Usage
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import com.badlogic.gdx.graphics.glutils.FrameBuffer
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import com.badlogic.gdx.graphics.glutils.ShaderProgram
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import com.badlogic.gdx.math.Matrix4
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import com.badlogic.gdx.utils.Disposable
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import com.badlogic.gdx.utils.GdxRuntimeException
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/**
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* [HQnX](https://en.wikipedia.org/wiki/Pixel-art_scaling_algorithms#hqnx_family)
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* upscale algorithm GLSL implementation based on
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* [CrossVR](https://github.com/CrossVR/hqx-shader/tree/master/glsl) project.
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*/
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class Hq2x : Disposable {
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companion object {
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private const val TEXTURE_HANDLE0 = 0
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private const val TEXTURE_HANDLE1 = 1
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private const val U_TEXTURE = "u_texture"
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private const val U_LUT = "u_lut"
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private const val U_TEXTURE_SIZE = "u_textureSize"
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}
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private val mesh = ViewportQuadMesh(
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VertexAttribute(Usage.Position, 2, "a_position"),
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VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"))
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private val program: ShaderProgram
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private val lutTexture: Texture
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private val scaleFactor: Int
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private var dstBuffer: FrameBuffer? = null
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private var dstWidth = 0
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private var dstHeight = 0
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/** @param scaleFactor should be 2, 3 or 4 value. */
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constructor(scaleFactor: Int) {
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if (scaleFactor !in 2..4) {
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throw GdxRuntimeException("Scale factor should be 2, 3 or 4.")
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}
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program = compileShader(
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Gdx.files.classpath("shaders/hq2x.vert"),
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Gdx.files.classpath("shaders/hq2x.frag"),
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"#define SCALE ${scaleFactor}.0")
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lutTexture = Texture(Gdx.files.classpath("shaders/hq${scaleFactor}x.png"))
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this.scaleFactor = scaleFactor
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}
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override fun dispose() {
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mesh.dispose()
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program.dispose()
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lutTexture.dispose()
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dstBuffer?.dispose()
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}
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fun rebind() {
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program.bind()
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program.setUniformi(U_TEXTURE, TEXTURE_HANDLE0)
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program.setUniformi(U_LUT, TEXTURE_HANDLE1)
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program.setUniformf(U_TEXTURE_SIZE,
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dstWidth / scaleFactor.toFloat(),
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dstHeight / scaleFactor.toFloat())
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}
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fun renderToScreen(src: Texture) {
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validate(src)
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lutTexture.bind(TEXTURE_HANDLE1)
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src.bind(TEXTURE_HANDLE0)
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src.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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program.bind()
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mesh.render(program)
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}
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fun renderToBuffer(src: Texture): Texture {
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validate(src)
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validateDstBuffer()
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lutTexture.bind(TEXTURE_HANDLE1)
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src.bind(TEXTURE_HANDLE0)
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src.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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dstBuffer!!.begin()
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program.bind()
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mesh.render(program)
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dstBuffer!!.end()
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return dstBuffer!!.colorBufferTexture
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}
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private fun validate(src: Texture) {
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val targetWidth = src.width * scaleFactor
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val targetHeight = src.height * scaleFactor
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// println("[Hq2x] $targetWidth x $targetHeight")
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if (dstWidth != targetWidth || dstHeight != targetHeight) {
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dstWidth = targetWidth
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dstHeight = targetHeight
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rebind()
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}
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}
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private fun validateDstBuffer() {
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if (dstBuffer == null || dstBuffer!!.width != dstWidth || dstBuffer!!.height != dstHeight) {
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dstBuffer?.dispose()
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dstBuffer = FrameBuffer(Pixmap.Format.RGB888, dstWidth, dstHeight, false)
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dstBuffer!!.colorBufferTexture.setFilter(
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Texture.TextureFilter.Nearest,
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Texture.TextureFilter.Nearest)
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}
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}
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}
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/**
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* Encapsulates a fullscreen quad mesh. Geometry is aligned to the viewport corners.
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*
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* @author bmanuel
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* @author metaphore
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*/
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private class ViewportQuadMesh : Disposable {
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companion object {
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private const val VERT_SIZE = 16
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private const val X1 = 0
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private const val Y1 = 1
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private const val U1 = 2
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private const val V1 = 3
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private const val X2 = 4
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private const val Y2 = 5
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private const val U2 = 6
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private const val V2 = 7
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private const val X3 = 8
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private const val Y3 = 9
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private const val U3 = 10
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private const val V3 = 11
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private const val X4 = 12
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private const val Y4 = 13
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private const val U4 = 14
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private const val V4 = 15
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private val verts: FloatArray
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init {
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verts = FloatArray(VERT_SIZE)
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// Vertex coords
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verts[X1] = -1f
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verts[Y1] = -1f
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verts[X2] = 1f
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verts[Y2] = -1f
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verts[X3] = 1f
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verts[Y3] = 1f
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verts[X4] = -1f
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verts[Y4] = 1f
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// Tex coords
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verts[U1] = 0f
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verts[V1] = 0f
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verts[U2] = 1f
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verts[V2] = 0f
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verts[U3] = 1f
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verts[V3] = 1f
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verts[U4] = 0f
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verts[V4] = 1f
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}
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}
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private val mesh: Mesh
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constructor(vararg attributes: VertexAttribute) {
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mesh = Mesh(true, 4, 0, *attributes)
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mesh.setVertices(verts)
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}
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override fun dispose() {
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mesh.dispose()
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}
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/** Renders the quad with the specified shader program. */
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fun render(program: ShaderProgram) {
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mesh.render(program, GL20.GL_TRIANGLE_FAN, 0, 4)
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}
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}
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private fun compileShader(vertexFile: FileHandle, fragmentFile: FileHandle, defines: String): ShaderProgram {
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val sb = StringBuilder()
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sb.append("Compiling \"").append(vertexFile.name()).append('/').append(fragmentFile.name()).append('\"')
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if (defines.isNotEmpty()) {
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sb.append(" w/ (").append(defines.replace("\n", ", ")).append(")")
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}
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sb.append("...")
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Gdx.app.log("HqnxEffect", sb.toString())
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val srcVert = vertexFile.readString()
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val srcFrag = fragmentFile.readString()
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val shader = ShaderProgram(
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"$defines\n$srcVert".trimIndent(),
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"$defines\n$srcFrag".trimIndent())
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||||
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||||
if (!shader.isCompiled) {
|
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throw GdxRuntimeException("Shader compilation error: ${vertexFile.name()}/${fragmentFile.name()}\n${shader.log}")
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}
|
||||
return shader
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}
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@@ -1,24 +1,24 @@
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// This float value should be defined from the compiling code.
|
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// #define SCALE [2, 3, 4].0
|
||||
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#version 150
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#ifdef GL_ES
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||||
precision mediump float;
|
||||
#define PRECISION mediump
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||||
precision PRECISION float;
|
||||
precision PRECISION int;
|
||||
#else
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||||
#define PRECISION
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#endif
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#define SCALE 2.0
|
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uniform sampler2D u_texture;
|
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uniform sampler2D u_lut;
|
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uniform vec2 u_textureSize;
|
||||
|
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in vec4 v_texCoord[4];
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||||
varying vec4 v_texCoord[4];
|
||||
|
||||
const mat3 YUV_MATRIX = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.5, 0.5, -0.419, -0.081);
|
||||
const vec3 YUV_THRESHOLD = vec3(48.0/255.0, 7.0/255.0, 6.0/255.0);
|
||||
const vec3 YUV_OFFSET = vec3(0, 0.5, 0.5);
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
bool diff(vec3 yuv1, vec3 yuv2) {
|
||||
return any(greaterThan(abs((yuv1 + YUV_OFFSET) - (yuv2 + YUV_OFFSET)), YUV_THRESHOLD));
|
||||
}
|
||||
@@ -41,24 +41,24 @@ void main() {
|
||||
|
||||
float dx = v_texCoord[0].z;
|
||||
float dy = v_texCoord[0].w;
|
||||
vec3 p1 = texture(u_texture, v_texCoord[0].xy).rgb;
|
||||
vec3 p2 = texture(u_texture, v_texCoord[0].xy + vec2(dx, dy) * quad).rgb;
|
||||
vec3 p3 = texture(u_texture, v_texCoord[0].xy + vec2(dx, 0) * quad).rgb;
|
||||
vec3 p4 = texture(u_texture, v_texCoord[0].xy + vec2(0, dy) * quad).rgb;
|
||||
vec3 p1 = texture2D(u_texture, v_texCoord[0].xy).rgb;
|
||||
vec3 p2 = texture2D(u_texture, v_texCoord[0].xy + vec2(dx, dy) * quad).rgb;
|
||||
vec3 p3 = texture2D(u_texture, v_texCoord[0].xy + vec2(dx, 0) * quad).rgb;
|
||||
vec3 p4 = texture2D(u_texture, v_texCoord[0].xy + vec2(0, dy) * quad).rgb;
|
||||
// Use mat4 instead of mat4x3 here to support GLES.
|
||||
mat4 pixels = mat4(vec4(p1, 0.0), vec4(p2, 0.0), vec4(p3, 0.0), vec4(p4, 0.0));
|
||||
|
||||
vec3 w1 = yuv * texture(u_texture, v_texCoord[1].xw).rgb;
|
||||
vec3 w2 = yuv * texture(u_texture, v_texCoord[1].yw).rgb;
|
||||
vec3 w3 = yuv * texture(u_texture, v_texCoord[1].zw).rgb;
|
||||
vec3 w1 = yuv * texture2D(u_texture, v_texCoord[1].xw).rgb;
|
||||
vec3 w2 = yuv * texture2D(u_texture, v_texCoord[1].yw).rgb;
|
||||
vec3 w3 = yuv * texture2D(u_texture, v_texCoord[1].zw).rgb;
|
||||
|
||||
vec3 w4 = yuv * texture(u_texture, v_texCoord[2].xw).rgb;
|
||||
vec3 w4 = yuv * texture2D(u_texture, v_texCoord[2].xw).rgb;
|
||||
vec3 w5 = yuv * p1;
|
||||
vec3 w6 = yuv * texture(u_texture, v_texCoord[2].zw).rgb;
|
||||
vec3 w6 = yuv * texture2D(u_texture, v_texCoord[2].zw).rgb;
|
||||
|
||||
vec3 w7 = yuv * texture(u_texture, v_texCoord[3].xw).rgb;
|
||||
vec3 w8 = yuv * texture(u_texture, v_texCoord[3].yw).rgb;
|
||||
vec3 w9 = yuv * texture(u_texture, v_texCoord[3].zw).rgb;
|
||||
vec3 w7 = yuv * texture2D(u_texture, v_texCoord[3].xw).rgb;
|
||||
vec3 w8 = yuv * texture2D(u_texture, v_texCoord[3].yw).rgb;
|
||||
vec3 w9 = yuv * texture2D(u_texture, v_texCoord[3].zw).rgb;
|
||||
|
||||
bvec3 pattern[3];
|
||||
pattern[0] = bvec3(diff(w5, w1), diff(w5, w2), diff(w5, w3));
|
||||
@@ -75,13 +75,9 @@ void main() {
|
||||
|
||||
vec2 step = vec2(1.0) / vec2(256.0, 16.0 * (SCALE * SCALE));
|
||||
vec2 offset = step / vec2(2.0);
|
||||
vec4 weights = texture(u_lut, index * step + offset);
|
||||
vec4 weights = texture2D(u_lut, index * step + offset);
|
||||
float sum = dot(weights, vec4(1));
|
||||
vec3 res = (pixels * (weights / sum)).rgb;
|
||||
|
||||
fragColor = vec4(res.rgb, 1.0);
|
||||
|
||||
|
||||
|
||||
// fragColor = vec4(v_texCoord[0].x, v_texCoord[0].y, 0.0, 1.0);
|
||||
gl_FragColor.rgb = res;
|
||||
}
|
||||
BIN
src/shaders/hq2x.png
LFS
Normal file
BIN
src/shaders/hq2x.png
LFS
Normal file
Binary file not shown.
BIN
src/shaders/hq2x.tga
LFS
BIN
src/shaders/hq2x.tga
LFS
Binary file not shown.
@@ -1,26 +1,25 @@
|
||||
#version 150
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#define PRECISION mediump
|
||||
precision PRECISION float;
|
||||
precision PRECISION int;
|
||||
#else
|
||||
#define PRECISION
|
||||
#endif
|
||||
#define SCALE 1.0
|
||||
|
||||
in vec4 a_position;
|
||||
in vec2 a_texCoord0;
|
||||
attribute vec4 a_position;
|
||||
attribute vec2 a_texCoord0;
|
||||
|
||||
uniform mat4 u_projTrans;
|
||||
uniform vec2 u_textureSize;
|
||||
|
||||
out vec2 u_textureSize;
|
||||
out vec4 v_texCoord[4];
|
||||
varying vec4 v_texCoord[4];
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projTrans * a_position / SCALE;
|
||||
gl_Position = a_position;
|
||||
|
||||
vec2 ps = 1.0/u_textureSize;
|
||||
float dx = ps.x;
|
||||
float dy = ps.y;
|
||||
|
||||
vec2 a_texCoord00 = a_texCoord0 / SCALE;
|
||||
|
||||
// +----+----+----+
|
||||
// | | | |
|
||||
// | w1 | w2 | w3 |
|
||||
@@ -33,8 +32,8 @@ void main() {
|
||||
// +----+----+----+
|
||||
|
||||
v_texCoord[0].zw = ps;
|
||||
v_texCoord[0].xy = a_texCoord00.xy;
|
||||
v_texCoord[1] = a_texCoord00.xxxy + vec4(-dx, 0, dx, -dy); // w1 | w2 | w3
|
||||
v_texCoord[2] = a_texCoord00.xxxy + vec4(-dx, 0, dx, 0); // w4 | w5 | w6
|
||||
v_texCoord[3] = a_texCoord00.xxxy + vec4(-dx, 0, dx, dy); // w7 | w8 | w9
|
||||
v_texCoord[0].xy = a_texCoord0.xy;
|
||||
v_texCoord[1] = a_texCoord0.xxxy + vec4(-dx, 0, dx, -dy); // w1 | w2 | w3
|
||||
v_texCoord[2] = a_texCoord0.xxxy + vec4(-dx, 0, dx, 0); // w4 | w5 | w6
|
||||
v_texCoord[3] = a_texCoord0.xxxy + vec4(-dx, 0, dx, dy); // w7 | w8 | w9
|
||||
}
|
||||
BIN
src/shaders/hq3x.png
LFS
Normal file
BIN
src/shaders/hq3x.png
LFS
Normal file
Binary file not shown.
BIN
src/shaders/hq4x.png
LFS
Normal file
BIN
src/shaders/hq4x.png
LFS
Normal file
Binary file not shown.
Reference in New Issue
Block a user