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authorKelly Rauchenberger <fefferburbia@gmail.com>2015-02-21 19:21:17 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2015-02-21 19:21:17 -0500
commitcecdba5cd996cea3ebd2534aea7a3e3a41205b9c (patch)
treee955d61534a17678fe6f0e17b69f506f9d03a948 /shaders
parent59860415a2782694f630f7803ae4bcf445b3f5f1 (diff)
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Changed to using stb_image for image loading, also alpha blending works!
Diffstat (limited to 'shaders')
-rw-r--r--shaders/blit.fragment4
-rw-r--r--shaders/ntsc.fragment2
2 files changed, 3 insertions, 3 deletions
diff --git a/shaders/blit.fragment b/shaders/blit.fragment index 07a0279..a96f217 100644 --- a/shaders/blit.fragment +++ b/shaders/blit.fragment
@@ -2,11 +2,11 @@
2 2
3in vec2 UV; 3in vec2 UV;
4 4
5out vec3 color; 5out vec4 color;
6 6
7uniform sampler2D srctex; 7uniform sampler2D srctex;
8 8
9void main() 9void main()
10{ 10{
11 color = texture(srctex, UV).xyz; 11 color = texture(srctex, UV);
12} 12}
diff --git a/shaders/ntsc.fragment b/shaders/ntsc.fragment index ceab64d..56fb1c4 100644 --- a/shaders/ntsc.fragment +++ b/shaders/ntsc.fragment
@@ -11,7 +11,7 @@ uniform sampler2D prevFrameSampler;
11const float Tuning_Sharp = 0.25; 11const float Tuning_Sharp = 0.25;
12const vec4 Tuning_Persistence = vec4(1.0) * 0.5; 12const vec4 Tuning_Persistence = vec4(1.0) * 0.5;
13const float Tuning_Bleed = 0.5; 13const float Tuning_Bleed = 0.5;
14const float Tuning_NTSC = 0.35; 14uniform float Tuning_NTSC; // 0.0
15uniform float NTSCLerp; 15uniform float NTSCLerp;
16 16
17const vec2 RcpScrWidth = vec2(1.0f / 320.f, 0.0f); 17const vec2 RcpScrWidth = vec2(1.0f / 320.f, 0.0f);