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https://github.com/libretro/beetle-psx-libretro.git
synced 2025-02-06 09:28:42 +00:00
move texcoord offset caclulations to vertex; should be a little faster
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@ -181,18 +181,18 @@ float c_df(vec3 c1, vec3 c2) {
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return df.r + df.g + df.b;
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}
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in vec2 tc;
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in vec4 xyp_1_2_3;
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in vec4 xyp_6_7_8;
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in vec4 xyp_11_12_13;
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in vec4 xyp_16_17_18;
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in vec4 xyp_21_22_23;
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in vec4 xyp_5_10_15;
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in vec4 xyp_9_14_9;
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//sabr
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vec4 get_texel_sabr()
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{
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vec2 tc = vec2(frag_texture_coord.x, frag_texture_coord.y);// * vec2(1.00001);
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vec4 xyp_1_2_3 = tc.xxxy + vec4( -1., 0.0, 1., -2.0 * 1.);
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vec4 xyp_6_7_8 = tc.xxxy + vec4( -1., 0.0, 1., -1.);
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vec4 xyp_11_12_13 = tc.xxxy + vec4( -1., 0.0, 1., 0.0);
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vec4 xyp_16_17_18 = tc.xxxy + vec4( -1., 0.0, 1., 1.);
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vec4 xyp_21_22_23 = tc.xxxy + vec4( -1., 0.0, 1., 2.0 * 1.);
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vec4 xyp_5_10_15 = tc.xyyy + vec4(-2.0 * 1., -1., 0.0, 1.);
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vec4 xyp_9_14_9 = tc.xyyy + vec4( 2.0 * 1., -1., 0.0, 1.);
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// Store mask values
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vec3 P1 = sample_texel(xyp_1_2_3.xw ).rgb;
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vec3 P2 = sample_texel(xyp_1_2_3.yw ).rgb;
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@ -26,6 +26,15 @@ flat out uint frag_dither;
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flat out uint frag_semi_transparent;
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flat out uvec4 frag_texture_window;
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out vec2 tc;
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out vec4 xyp_1_2_3;
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out vec4 xyp_6_7_8;
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out vec4 xyp_11_12_13;
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out vec4 xyp_16_17_18;
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out vec4 xyp_21_22_23;
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out vec4 xyp_5_10_15;
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out vec4 xyp_9_14_9;
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void main() {
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vec2 pos = position.xy + vec2(offset);
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@ -55,4 +64,13 @@ void main() {
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frag_dither = dither;
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frag_semi_transparent = semi_transparent;
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frag_texture_window = texture_window;
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tc = frag_texture_coord.xy;
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xyp_1_2_3 = tc.xxxy + vec4( -1., 0.0, 1., -2.0 * 1.);
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xyp_6_7_8 = tc.xxxy + vec4( -1., 0.0, 1., -1.);
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xyp_11_12_13 = tc.xxxy + vec4( -1., 0.0, 1., 0.0);
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xyp_16_17_18 = tc.xxxy + vec4( -1., 0.0, 1., 1.);
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xyp_21_22_23 = tc.xxxy + vec4( -1., 0.0, 1., 2.0 * 1.);
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xyp_5_10_15 = tc.xyyy + vec4(-2.0 * 1., -1., 0.0, 1.);
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xyp_9_14_9 = tc.xyyy + vec4( 2.0 * 1., -1., 0.0, 1.);
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});
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