mirror of
https://github.com/mupen64plus-ae/parallel-rdp-standalone.git
synced 2024-11-26 23:10:21 +00:00
Update to 4dc41a10cb0df580f2f54559d996f9ed2da7cec4
This commit is contained in:
parent
6916f79a04
commit
4a3fba8e27
2
COMMIT
2
COMMIT
@ -1 +1 @@
|
||||
ecdbab2840afd4c900106075a3376f558e33e7e4
|
||||
4dc41a10cb0df580f2f54559d996f9ed2da7cec4
|
||||
|
@ -273,6 +273,9 @@ bool shade_pixel(int x, int y, uint primitive_index, out ShadedData shaded)
|
||||
#endif
|
||||
texel1 = sample_texture(tile_info1, tmem_instance_index, st, tlut, tlut_type, sample_quad, mid_texel,
|
||||
convert_one, texel0);
|
||||
|
||||
if (!sample_quad && !tlut)
|
||||
texel1 = texture_convert_factors(texel1, derived.factors);
|
||||
}
|
||||
}
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
31
parallel-rdp/shaders/vi_deinterlace.frag
Normal file
31
parallel-rdp/shaders/vi_deinterlace.frag
Normal file
@ -0,0 +1,31 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2020 Themaister
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining
|
||||
* a copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, and/or sell copies of the Software, and to
|
||||
* permit persons to whom the Software is furnished to do so, subject to
|
||||
* the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be
|
||||
* included in all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
layout(location = 0) in vec2 vUV;
|
||||
layout(set = 0, binding = 0) uniform sampler2D uSampler;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = textureLod(uSampler, vUV, 0.0);
|
||||
}
|
41
parallel-rdp/shaders/vi_deinterlace.vert
Normal file
41
parallel-rdp/shaders/vi_deinterlace.vert
Normal file
@ -0,0 +1,41 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2020 Themaister
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining
|
||||
* a copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, and/or sell copies of the Software, and to
|
||||
* permit persons to whom the Software is furnished to do so, subject to
|
||||
* the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be
|
||||
* included in all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
layout(location = 0) out vec2 vUV;
|
||||
|
||||
layout(push_constant) uniform UBO
|
||||
{
|
||||
float y_offset;
|
||||
} registers;
|
||||
|
||||
void main()
|
||||
{
|
||||
if (gl_VertexIndex == 0)
|
||||
gl_Position = vec4(-1.0, -1.0, 0.0, 1.0);
|
||||
else if (gl_VertexIndex == 1)
|
||||
gl_Position = vec4(-1.0, +3.0, 0.0, 1.0);
|
||||
else
|
||||
gl_Position = vec4(+3.0, -1.0, 0.0, 1.0);
|
||||
|
||||
vUV = vec2(gl_Position.x * 0.5 + 0.5, gl_Position.y * 0.5 + 0.5 + registers.y_offset);
|
||||
}
|
Loading…
Reference in New Issue
Block a user