diff --git a/gpu/shaders/powervr2.slang b/gpu/shaders/powervr2.slang index 874541ed..b86df1b1 100644 --- a/gpu/shaders/powervr2.slang +++ b/gpu/shaders/powervr2.slang @@ -17,16 +17,14 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float INTERLACED, VGASIGNAL, LUMBOOST; + float INTERLACED, VGASIGNAL; } params; #pragma parameter INTERLACED "PVR - Interlace smoothing" 1.00 0.00 1.00 1.0 #pragma parameter VGASIGNAL "PVR - VGA signal loss" 0.00 0.00 1.00 1.0 -#pragma parameter LUMBOOST "PVR - Luminance gain" 0.35 0.00 1.00 0.01 #define INTERLACED params.INTERLACED #define VGASIGNAL params.VGASIGNAL -#define LUMBOOST params.LUMBOOST #define HW 1.00 @@ -76,28 +74,27 @@ void main() // Blend vertically for composite mode if (bool(INTERLACED)) { - int taps = int(8); - float tap = 0.62/taps; + int taps = int(3); + + float tap = 2.0f/taps; vec2 texcoord4 = vTexCoord; texcoord4.x = texcoord4.x; texcoord4.y = texcoord4.y + ((tap*(taps/2))/480.0f); vec4 blur1 = texture(Source, texcoord4); int bl; vec4 ble; + + ble.r = 0.00f; + ble.g = 0.00f; + ble.b = 0.00f; for (bl=0;bl