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This is a long-term stable release. A full changelog will be available at the forum link below later in the day. Also, please note that I have merged all of the various distributions into two packages. The Windows binary package now contains both the profile-optimized (fast) build, and the debugger build. The source code package now contains sources for bsnes, snesreader, snesfilter and supergameboy. Changelog: - added Direct3D HLSL pixel shader support [mudlord] - fixed a signal issue that caused loading games to take 1-2 seconds longer in v059 - 21fx API revised to its final form, S-MSU (public documentation pending) - worked around QTBUG-7188 to fix multi-file 7-zip file listbox to update when scrolling - added scale max - normal, wide, and wide zoom modes to fullscreen mode - added overscan cropping tool (needed for wide zoom mode; useful for developers simulating games on a real TV) - added "go up one folder" button to file load dialog - added group (un)assignment to the input settings window - now honors input.allowInvalidInput setting; defaults to false [Jonas Quinn] - cheat code editor grays out empty slots - cheat code editor adds "clear selected" button to quickly erase multiple cheat codes - to load folders as game images, folders must end in .sfc, .bs, .st, .gb now - debugger: added S-CPU (H)DMA registers; S-SMP registers; S-DSP registers to properties list - snesfilter: HQ2x filter is now multi-threaded (scales infinitely: the more cores you have, the less overhead required) - pixelshaders: added screen curvature shader to simulate curved CRT tubes - source: lots of code cleanup, as always
28 lines
718 B
Text
28 lines
718 B
Text
//Scale2x GLSL shader
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//license: GPL
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//original version by Pete Bernert
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//ruby port by byuu
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uniform vec2 rubyTextureSize;
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void main() {
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vec4 offsetx;
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vec4 offsety;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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offsetx.x = 1.0 / rubyTextureSize.x;
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offsetx.y = 0.0;
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offsetx.w = 0.0;
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offsetx.z = 0.0;
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offsety.y = 1.0 / rubyTextureSize.y;
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offsety.x = 0.0;
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offsety.w = 0.0;
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offsety.z = 0.0;
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gl_TexCoord[0] = gl_MultiTexCoord0; //center
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gl_TexCoord[1] = gl_TexCoord[0] - offsetx; //left
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gl_TexCoord[2] = gl_TexCoord[0] + offsetx; //right
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gl_TexCoord[3] = gl_TexCoord[0] - offsety; //top
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gl_TexCoord[4] = gl_TexCoord[0] + offsety; //bottom
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}
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