graphics: Fix shaders cleaner way

This commit is contained in:
Hajime Hoshi 2018-03-21 03:36:36 +09:00
parent dbdae667f8
commit 09166a6c42

View File

@ -104,20 +104,28 @@ void main(void) {
highp vec2 texel_size = 1.0 / source_size;
#if defined(FILTER_NEAREST) || defined(FILTER_LINEAR)
// Even with the nearest filter, it is better to calculate the color with around 4 texels (#558).
#if defined(FILTER_NEAREST)
vec4 color = texture2D(texture, pos);
if (pos.x < varying_tex_coord_min.x ||
pos.y < varying_tex_coord_min.y ||
(varying_tex_coord_max.x - texel_size.x / 256.0) <= pos.x ||
(varying_tex_coord_max.y - texel_size.y / 256.0) <= pos.y) {
color = vec4(0, 0, 0, 0);
}
#endif
#if defined(FILTER_LINEAR)
highp vec2 p0 = pos - texel_size / 2.0;
highp vec2 p1 = pos + texel_size / 2.0;
vec4 c0 = texture2D(texture, p0);
vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
vec4 c3 = texture2D(texture, p1);
if (p0.x < (varying_tex_coord_min.x)) {
if (p0.x < varying_tex_coord_min.x) {
c0 = vec4(0, 0, 0, 0);
c2 = vec4(0, 0, 0, 0);
}
if (p0.y < (varying_tex_coord_min.y)) {
if (p0.y < varying_tex_coord_min.y) {
c0 = vec4(0, 0, 0, 0);
c1 = vec4(0, 0, 0, 0);
}
@ -131,31 +139,13 @@ void main(void) {
}
vec2 rate = fract(p0 * source_size);
#if defined(FILTER_NEAREST)
vec4 color;
if (rate.x < 0.5) {
if (rate.y < 0.5) {
color = c0;
} else {
color = c2;
}
} else {
if (rate.y < 0.5) {
color = c1;
} else {
color = c3;
}
}
#elif defined(FILTER_LINEAR)
vec4 color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
#endif
#endif
#if defined(FILTER_SCREEN)
highp vec2 p0 = pos - texel_size / 2.0 / scale;
highp vec2 p1 = pos + texel_size / 2.0 / scale;
vec4 c0 = texture2D(texture, p0);
vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));