mirror of
https://github.com/bsnes-emu/bsnes.git
synced 2025-04-02 10:42:14 -04:00
byuu says: This release brings improved Super Game Boy emulation, the final SHA256 hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user interface improvements, and major internal code restructuring. Changelog (since v074): - completely rewrote memory sub-system to support 1-byte granularity in XML mapping - removed Memory inheritance and MMIO class completely, any address can be mapped to any function now - SuperFX: removed SuperFXBus : Bus, now implemented manually - SA-1: removed SA1Bus : Bus, now implemented manually - entire bus mapping is now static, happens once on cartridge load - as a result, read/write handlers now handle MMC mapping; slower average case, far faster worst case - namespace memory is no more, RAM arrays are stored inside the chips they are owned by now - GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening scrolling - GameBoy: added serial emulation (cannot connect to another GB yet), fixes Shin Megami Tensei - Devichil - GameBoy: improved LCD STAT emulation, fixes Sagaia - ui: added fullscreen support (F11 key), video settings allows for three scale settings - ui: fixed brightness, contrast, gamma, audio volume, input frequency values on program startup - ui: since Qt is dead, config file becomes bsnes.cfg once again - Super Game Boy: you can now load the BIOS without a game inserted to see a pretty white box - ui-gameboy: can be built without SNES components now - libsnes: now a UI target, compile with 'make ui=ui-libsnes' - libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search, etc) - source: removed launcher/, as the Qt port is now gone - source: Makefile restructuring to better support new ui targets - source: lots of other internal code cleanup work
44 lines
1.7 KiB
GLSL
Executable file
44 lines
1.7 KiB
GLSL
Executable file
<?xml version="1.0" encoding="UTF-8"?>
|
|
<shader language="GLSL">
|
|
<vertex><![CDATA[
|
|
void main() {
|
|
gl_Position = ftransform();
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
}
|
|
]]></vertex>
|
|
|
|
<fragment><![CDATA[
|
|
uniform sampler2D rubyTexture;
|
|
uniform vec2 rubyTextureSize;
|
|
|
|
void main() {
|
|
vec2 texelSize = 1.0 / rubyTextureSize;
|
|
|
|
vec2 range;
|
|
range.x = dFdx(gl_TexCoord[0].x) / 2.0 * 0.99;
|
|
range.y = dFdy(gl_TexCoord[0].y) / 2.0 * 0.99;
|
|
|
|
float left = gl_TexCoord[0].x - range.x;
|
|
float top = gl_TexCoord[0].y + range.y;
|
|
float right = gl_TexCoord[0].x + range.x;
|
|
float bottom = gl_TexCoord[0].y - range.y;
|
|
|
|
vec4 topLeftColor = texture2D(rubyTexture, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize);
|
|
vec4 bottomRightColor = texture2D(rubyTexture, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize);
|
|
vec4 bottomLeftColor = texture2D(rubyTexture, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize);
|
|
vec4 topRightColor = texture2D(rubyTexture, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize);
|
|
|
|
vec2 border = clamp(round(gl_TexCoord[0] / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
|
|
|
|
float totalArea = 4.0 * range.x * range.y;
|
|
|
|
vec4 averageColor;
|
|
averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
|
|
averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
|
|
averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
|
|
averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
|
|
|
|
gl_FragColor = averageColor;
|
|
}
|
|
]]></fragment>
|
|
</shader>
|