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author | Michael Pavone <pavone@retrodev.com> | 2017-06-17 15:56:07 -0700 |
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committer | Michael Pavone <pavone@retrodev.com> | 2017-06-17 15:56:07 -0700 |
commit | 24af3678b264680a694dc19731eb701b1445bbbb (patch) | |
tree | c7d66f27185fe4920042109bb3793e15955e038a | |
parent | bd042662ece40d55466d16221641f67f6975aa77 (diff) |
Force texture y-coordinate to middle of line in default shader. Substantially improves picture when linear texture filtering is used
-rw-r--r-- | shaders/default.f.glsl | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/shaders/default.f.glsl b/shaders/default.f.glsl index d5eabf6..efc570d 100644 --- a/shaders/default.f.glsl +++ b/shaders/default.f.glsl @@ -6,9 +6,10 @@ varying vec2 texcoord; void main() { + vec2 modifiedCoord = vec2(texcoord.x, (floor(texcoord.y * 512.0) + 0.5)/512.0); gl_FragColor = mix( - texture2D(textures[0], texcoord), - texture2D(textures[1], vec2(texcoord.x, texcoord.y - 0.5/1024.0)), + texture2D(textures[0], modifiedCoord), + texture2D(textures[1], modifiedCoord), (sin((texcoord.y * 1024.0 + 1.0)* 3.14159265359) + 1.0) * 0.5 ); } |