diff options
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/blit.fragment | 4 | ||||
-rw-r--r-- | shaders/ntsc.fragment | 2 |
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 | ||
3 | in vec2 UV; | 3 | in vec2 UV; |
4 | 4 | ||
5 | out vec3 color; | 5 | out vec4 color; |
6 | 6 | ||
7 | uniform sampler2D srctex; | 7 | uniform sampler2D srctex; |
8 | 8 | ||
9 | void main() | 9 | void 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; | |||
11 | const float Tuning_Sharp = 0.25; | 11 | const float Tuning_Sharp = 0.25; |
12 | const vec4 Tuning_Persistence = vec4(1.0) * 0.5; | 12 | const vec4 Tuning_Persistence = vec4(1.0) * 0.5; |
13 | const float Tuning_Bleed = 0.5; | 13 | const float Tuning_Bleed = 0.5; |
14 | const float Tuning_NTSC = 0.35; | 14 | uniform float Tuning_NTSC; // 0.0 |
15 | uniform float NTSCLerp; | 15 | uniform float NTSCLerp; |
16 | 16 | ||
17 | const vec2 RcpScrWidth = vec2(1.0f / 320.f, 0.0f); | 17 | const vec2 RcpScrWidth = vec2(1.0f / 320.f, 0.0f); |