mirror of
https://github.com/libretro/glsl-shaders.git
synced 2025-02-12 02:45:18 +00:00
111 lines
2.5 KiB
GLSL
111 lines
2.5 KiB
GLSL
// version directive if necessary
|
|
|
|
// good place for credits/license
|
|
|
|
// Parameter lines go here:
|
|
#pragma parameter WHATEVER "Whatever" 0.0 0.0 1.0 1.0
|
|
|
|
#if defined(VERTEX)
|
|
|
|
#if __VERSION__ >= 130
|
|
#define COMPAT_VARYING out
|
|
#define COMPAT_ATTRIBUTE in
|
|
#define COMPAT_TEXTURE texture
|
|
#else
|
|
#define COMPAT_VARYING varying
|
|
#define COMPAT_ATTRIBUTE attribute
|
|
#define COMPAT_TEXTURE texture2D
|
|
#endif
|
|
|
|
#ifdef GL_ES
|
|
#define COMPAT_PRECISION mediump
|
|
#else
|
|
#define COMPAT_PRECISION
|
|
#endif
|
|
|
|
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
|
COMPAT_ATTRIBUTE vec4 TexCoord;
|
|
COMPAT_VARYING vec4 TEX0;
|
|
// out variables go here as COMPAT_VARYING whatever
|
|
|
|
uniform mat4 MVPMatrix;
|
|
uniform COMPAT_PRECISION int FrameDirection;
|
|
uniform COMPAT_PRECISION int FrameCount;
|
|
uniform COMPAT_PRECISION vec2 OutputSize;
|
|
uniform COMPAT_PRECISION vec2 TextureSize;
|
|
uniform COMPAT_PRECISION vec2 InputSize;
|
|
|
|
// compatibility #defines
|
|
#define vTexCoord TEX0.xy
|
|
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
|
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
|
|
|
|
#ifdef PARAMETER_UNIFORM
|
|
uniform COMPAT_PRECISION float WHATEVER;
|
|
#else
|
|
#define WHATEVER 0.0
|
|
#endif
|
|
|
|
void main()
|
|
{
|
|
gl_Position = MVPMatrix * VertexCoord;
|
|
TEX0.xy = TexCoord.xy;
|
|
// Paste vertex contents here:
|
|
}
|
|
|
|
#elif defined(FRAGMENT)
|
|
|
|
#ifdef GL_ES
|
|
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
|
precision highp float;
|
|
#else
|
|
precision mediump float;
|
|
#endif
|
|
#define COMPAT_PRECISION mediump
|
|
#else
|
|
#define COMPAT_PRECISION
|
|
#endif
|
|
|
|
#if __VERSION__ >= 130
|
|
#define COMPAT_VARYING in
|
|
#define COMPAT_TEXTURE texture
|
|
out COMPAT_PRECISION vec4 FragColor;
|
|
#else
|
|
#define COMPAT_VARYING varying
|
|
#define FragColor gl_FragColor
|
|
#define COMPAT_TEXTURE texture2D
|
|
#endif
|
|
|
|
uniform COMPAT_PRECISION int FrameDirection;
|
|
uniform COMPAT_PRECISION int FrameCount;
|
|
uniform COMPAT_PRECISION vec2 OutputSize;
|
|
uniform COMPAT_PRECISION vec2 TextureSize;
|
|
uniform COMPAT_PRECISION vec2 InputSize;
|
|
uniform sampler2D Texture;
|
|
COMPAT_VARYING vec4 TEX0;
|
|
// in variables go here as COMPAT_VARYING whatever
|
|
|
|
// compatibility #defines
|
|
#define Source Texture
|
|
#define vTexCoord TEX0.xy
|
|
|
|
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
|
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
|
|
|
|
// delete all 'params.' or 'registers.' or whatever in the fragment and replace
|
|
// texture(a, b) with COMPAT_TEXTURE(a, b) <-can't macro unfortunately
|
|
|
|
#ifdef PARAMETER_UNIFORM
|
|
uniform COMPAT_PRECISION float WHATEVER;
|
|
#else
|
|
#define WHATEVER 0.0
|
|
#endif
|
|
|
|
void main()
|
|
{
|
|
// Paste fragment contents here:
|
|
|
|
FragColor = COMPAT_TEXTURE(Source, vTexCoord);
|
|
}
|
|
#endif
|