From 873a30de707b8c7e55784ef09bcbd6ecd0e332f3 Mon Sep 17 00:00:00 2001 From: hizzlekizzle Date: Sun, 26 Feb 2017 17:29:17 -0600 Subject: [PATCH] change precision to COMPAT_PRECISION fixes on desktop GL --- crt/shaders/tvout-tweaks.glsl | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/crt/shaders/tvout-tweaks.glsl b/crt/shaders/tvout-tweaks.glsl index 5271ace..4d5ac6c 100644 --- a/crt/shaders/tvout-tweaks.glsl +++ b/crt/shaders/tvout-tweaks.glsl @@ -1,8 +1,8 @@ /////////////// -// TV-out tweaks +// TV-out tweaks // Author: aliaspider - aliaspider@gmail.com -// License: GPLv3 +// License: GPLv3 //////////////////////////////////////////////////////// @@ -12,13 +12,13 @@ // Basic settings: // signal resolution -// higher = sharper +// higher = sharper #pragma parameter TVOUT_RESOLUTION "TVOut Signal Resolution" 256.0 0.0 1024.0 32.0 // default, minimum, maximum, optional step // simulate a composite connection instead of RGB #pragma parameter TVOUT_COMPOSITE_CONNECTION "TVOut Composite Enable" 0.0 0.0 1.0 1.0 -// use TV video color range (16-235) +// use TV video color range (16-235) // instead of PC full range (0-255) #pragma parameter TVOUT_TV_COLOR_LEVELS "TVOut TV Color Levels Enable" 0.0 0.0 1.0 1.0 //////////////////////////////////////////////////////// @@ -26,7 +26,7 @@ //////////////////////////////////////////////////////// // Advanced settings: // -// these values will be used instead +// these values will be used instead // if COMPOSITE_CONNECTION is defined // to simulate different signal resolutions(bandwidth) // for luma (Y) and chroma ( I and Q ) @@ -73,8 +73,8 @@ uniform COMPAT_PRECISION float TVOUT_RESOLUTION_Q; #define COMPAT_ATTRIBUTE in #define COMPAT_TEXTURE texture #else -#define COMPAT_VARYING varying -#define COMPAT_ATTRIBUTE attribute +#define COMPAT_VARYING varying +#define COMPAT_ATTRIBUTE attribute #define COMPAT_TEXTURE texture2D #endif @@ -90,7 +90,7 @@ COMPAT_ATTRIBUTE vec4 TexCoord; COMPAT_VARYING vec4 COL0; COMPAT_VARYING vec4 TEX0; -vec4 _oPosition1; +vec4 _oPosition1; uniform mat4 MVPMatrix; uniform int FrameDirection; uniform int FrameCount; @@ -100,8 +100,8 @@ uniform COMPAT_PRECISION vec2 InputSize; void main() { -highp vec4 _oColor; - vec2 _otexCoord; +COMPAT_PRECISION vec4 _oColor; +COMPAT_PRECISION vec2 _otexCoord; gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3]; _oPosition1 = gl_Position; _oColor = COLOR; @@ -146,7 +146,7 @@ struct output_dummy { #define L(C) clamp((C -16.5/ 256.0)*256.0/(236.0-16.0),0.0,1.0) #define LCHR(C) clamp((C -16.5/ 256.0)*256.0/(240.0-16.0),0.0,1.0) -highp vec3 LEVELS(vec3 c0) +COMPAT_PRECISION vec3 LEVELS(vec3 c0) { if (TVOUT_TV_COLOR_LEVELS > 0.5) { @@ -182,16 +182,16 @@ COMPAT_VARYING vec4 TEX0; void main() { -highp mat3 RGB_to_YIQ = mat3(0.299,0.587,0.114, +COMPAT_PRECISION mat3 RGB_to_YIQ = mat3(0.299,0.587,0.114, 0.595716,-0.274453,-0.321263, 0.211456,-0.522591, 0.311135); -mat3 YIQ_to_RGB = mat3(1.0,0.9563,0.6210, +COMPAT_PRECISION mat3 YIQ_to_RGB = mat3(1.0,0.9563,0.6210, 1.0,-0.2721,-0.6474, 1.0,-1.1070, 1.7046); -highp vec3 tempColor=vec3(0.0,0.0,0.0); -highp float offset = fract((TEX0.x * TextureSize.x) - 0.5); +COMPAT_PRECISION vec3 tempColor=vec3(0.0,0.0,0.0); +COMPAT_PRECISION float offset = fract((TEX0.x * TextureSize.x) - 0.5); float oneT=1.0/TextureSize.x; float oneI=1.0/TextureSize.x; @@ -221,5 +221,5 @@ highp float offset = fract((TEX0.x * TextureSize.x) - 0.5); _OUT._color = vec4(tempColor, 1.0); FragColor = _OUT._color; return; -} +} #endif